"""Functions for working with worlds.""" from __future__ import annotations from random import Random import g from tcod.ecs import Registry, Entity from game.components import Gold, Graphic, Position from game.tags import IsActor, IsItem, IsPlayer, IsWall, IsDoor def new_world() -> Registry: """Return a freshly generated world.""" world = Registry() rng = world[None].components[Random] = Random() player = world[object()] player.components[Position] = Position(5, 5) player.components[Graphic] = Graphic(ord("@")) player.components[Gold] = 0 player.tags |= {IsPlayer, IsActor} for _ in range(10): gold = world[object()] gold.components[Position] = Position(rng.randint(0, 20), rng.randint(0, 20)) gold.components[Graphic] = Graphic(ord("$"), fg=(255, 255, 0)) gold.components[Gold] = rng.randint(1, 10) gold.tags |= {IsItem} for i in range(20): if i == 5 or i == 9: door = world[object()] door.components[Position] = Position(10, i) door.components[Graphic] = Graphic(ord("\\")) door.tags |= {IsDoor} continue wall = world[object()] wall.components[Position] = Position(10, i) wall.components[Graphic] = Graphic(ord("#")) wall.tags |= {IsWall} return world def unlock_door(door: Entity): door.components[Graphic] = Graphic(ord("_")) door.tags.discard(IsDoor)