some refactoring and readded IsDoor to enable contious walls
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parent
1fff168df0
commit
675e4a6af7
3 changed files with 46 additions and 33 deletions
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@ -1,6 +1,7 @@
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"""All states the are used in-game"""
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"""All states the are used in-game"""
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from __future__ import annotations
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from __future__ import annotations
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from random import Random
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import attrs
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import attrs
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import tcod.console
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import tcod.console
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@ -13,11 +14,44 @@ import g
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from game.components import Action, Gold, Graphic, Position
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from game.components import Action, Gold, Graphic, Position
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from game.constants import DIRECTION_KEYS, ACTION_KEYS
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from game.constants import DIRECTION_KEYS, ACTION_KEYS
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from game.screens import Push, Screen, ScreenResult
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from game.screens import Push, Screen, ScreenResult
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from game.tags import IsItem, IsPlayer, IsActor
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from game.tags import IsDoor, IsItem, IsPlayer, IsActor
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from game.constants import WALL_CHAR, VERTICAL_WALL_CHAR
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from game.constants import WALL_CHAR, VERTICAL_WALL_CHAR
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from game.screens import menu_screens
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from game.screens import menu_screens
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from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
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from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos
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def _recalc_fov(pos):
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cam_map = world_pos_to_map_pos(pos)
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g.world[None].components[Map].compute_fov(cam_map.x, cam_map.y, 100)
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def _handle_movement(player, map, dir):
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pos = player.components[Position]
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new_pos = pos + dir
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map_pos = world_pos_to_map_pos(new_pos)
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if a := g.world.Q.all_of(components=[Action], tags=[new_pos]):
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for aa in a:
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aa.components[Action](aa)
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map_pos = world_pos_to_map_pos(pos)
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map.compute_fov(map_pos.x, map_pos.y, 100)
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return None
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if not map.walkable[map_pos.y, map_pos.x]:
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return None
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player.components[Position] = new_pos
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_recalc_fov(new_pos)
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# Auto pickup gold
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for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
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player.components[Gold] += gold.components[Gold]
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text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g"
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g.world[None].components[("Text", str)] = text
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gold.clear()
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def _handle_action(player):
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for entity in g.world.Q.all_of(components=[Action, Position]):
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player_pos = player.components[Position]
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if (player_pos - entity.components[Position]).length() < 2:
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entity.components[Action](entity)
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_recalc_fov(player_pos)
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@attrs.define()
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@attrs.define()
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class MainScreen(Screen):
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class MainScreen(Screen):
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"""Primary in-game state."""
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"""Primary in-game state."""
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@ -28,38 +62,12 @@ class MainScreen(Screen):
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map: Map = g.world[None].components[Map]
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map: Map = g.world[None].components[Map]
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match event:
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match event:
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case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
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case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS:
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for entity in g.world.Q.all_of(components=[Action, Position]):
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_handle_action(player)
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player_pos = player.components[Position]
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if (player_pos - entity.components[Position]).length() < 2:
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entity.components[Action](entity)
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cam_map = world_pos_to_map_pos(player_pos)
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map.compute_fov(cam_map.x, cam_map.y, 100)
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case tcod.event.Quit():
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case tcod.event.Quit():
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raise SystemExit()
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raise SystemExit()
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case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
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case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
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pos = player.components[Position]
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dir = DIRECTION_KEYS[sym]
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new_pos = pos + DIRECTION_KEYS[sym]
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return _handle_movement(player, map, dir)
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map_pos = world_pos_to_map_pos(new_pos)
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if a := g.world.Q.all_of(components=[Action], tags=[new_pos]):
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for aa in a:
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aa.components[Action](aa)
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map_pos = world_pos_to_map_pos(pos)
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map.compute_fov(map_pos.x, map_pos.y, 100)
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return None
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if not map.walkable[map_pos.y, map_pos.x]:
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return None
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player.components[Position] = new_pos
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cam_map = world_pos_to_map_pos(new_pos)
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map.compute_fov(cam_map.x, cam_map.y, 100)
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# Auto pickup gold
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for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
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player.components[Gold] += gold.components[Gold]
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text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g"
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g.world[None].components[("Text", str)] = text
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gold.clear()
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return None
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case tcod.event.KeyDown(sym=KeySym.ESCAPE):
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case tcod.event.KeyDown(sym=KeySym.ESCAPE):
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return Push(menu_screens.MainMenu())
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return Push(menu_screens.MainMenu())
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case _:
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case _:
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@ -91,10 +99,11 @@ class MainScreen(Screen):
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console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
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console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg
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# Draw walls
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# Draw walls
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doors = [ d.components[Position] for d in g.world.Q.all_of(tags=[IsDoor]) ]
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for (y, row) in enumerate(map.walkable):
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for (y, row) in enumerate(map.walkable):
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for (x, val) in enumerate(row):
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for (x, val) in enumerate(row):
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pos = map_pos_to_world_pos(Position(x,y))
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pos = map_pos_to_world_pos(Position(x,y))
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graphic = Graphic(0 if val else WALL_CHAR if map.walkable[y+1,x] else VERTICAL_WALL_CHAR)
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graphic = Graphic(0 if val else WALL_CHAR if (map.walkable[y+1,x] and Position(x ,y+1) in doors) else VERTICAL_WALL_CHAR)
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draw(pos, graphic)
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draw(pos, graphic)
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# draw all entities that are not actors
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# draw all entities that are not actors
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for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):
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for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]):
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@ -12,3 +12,6 @@ IsActor: Final = "IsActor"
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IsItem: Final = "IsItem"
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IsItem: Final = "IsItem"
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"""Entity is an item."""
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"""Entity is an item."""
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IsDoor: Final = "IsDoor"
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"""Entity is a door."""
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@ -10,7 +10,7 @@ from tcod.map import Map
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import g
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import g
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from game.components import Action, Gold, Graphic, Position
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from game.components import Action, Gold, Graphic, Position
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from game.tags import IsActor, IsItem, IsPlayer
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from game.tags import IsActor, IsItem, IsPlayer, IsDoor
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world_center: Final = Position(50, 50)
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world_center: Final = Position(50, 50)
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@ -32,7 +32,8 @@ def add_door(world, pos):
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Position: pos,
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Position: pos,
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Graphic: Graphic(ord('\\')),
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Graphic: Graphic(ord('\\')),
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Action: unlock_door
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Action: unlock_door
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}
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},
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tags=[IsDoor]
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)
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)
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add_wall(world, pos)
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add_wall(world, pos)
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