From 1e67541c298f905cd1ec36bf8eea09a0f429ec8a Mon Sep 17 00:00:00 2001 From: John McCardle Date: Tue, 8 Jul 2025 11:55:19 -0400 Subject: [PATCH] feat(docs): complete API documentation with zero missing methods MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Eliminated ALL ellipsis instances (0 remaining) - Documented 40 functions with complete signatures and examples - Documented 21 classes with full method and property documentation - Added 56 method descriptions with detailed parameters and return values - Included 15 complete property specifications - Added 24 code examples and 38 explanatory notes - Comprehensive coverage of all collection methods, system classes, and functions Key highlights: - EntityCollection/UICollection: Complete method docs (append, remove, extend, count, index) - Animation: Full property and method documentation with examples - Color: All manipulation methods (from_hex, to_hex, lerp) with examples - Vector: Complete mathematical operations (magnitude, normalize, dot, distance_to, angle, copy) - 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+ +

McRogueFace API Reference - Complete Documentation

+

Generated on 2025-07-08 11:53:54

+
+

Table of Contents

+ +
+

Functions

+

Scene Management

+
+

createScene(name: str) -> None

+

Create a new empty scene with the given name.

+
+
Arguments:
+
+name +(str): +Unique name for the new scene +
+
+
+Raises: ValueError: If a scene with this name already exists +
+
+Note: The scene is created but not made active. Use setScene() to switch to it. +
+
+
Example:
+

+mcrfpy.createScene("game_over")
+
+
+
+
+

setScene(scene: str, transition: str = None, duration: float = 0.0) -> None

+

Switch to a different scene with optional transition effect.

+
+
Arguments:
+
+scene +(str): +Name of the scene to switch to +
+
+transition +(str): +Transition type: "fade", "slide_left", "slide_right", "slide_up", "slide_down" +
+
+duration +(float): +Transition duration in seconds (default: 0.0 for instant) +
+
+
+Raises: KeyError: If the scene doesn't exist +
+
+
Example:
+

+mcrfpy.setScene("game", "fade", 0.5)
+
+
+
+
+

currentScene() -> str

+

Get the name of the currently active scene.

+
+Returns: str: Name of the current scene +
+
+
Example:
+

+scene_name = mcrfpy.currentScene()
+
+
+
+
+

sceneUI(scene: str = None) -> UICollection

+

Get all UI elements for a scene.

+
+
Arguments:
+
+scene +(str): +Scene name. If None, uses current scene +
+
+
+Returns: UICollection: All UI elements in the scene +
+
+Raises: KeyError: If the specified scene doesn't exist +
+
+
Example:
+

+ui_elements = mcrfpy.sceneUI("game")
+
+
+
+
+

keypressScene(handler: callable) -> None

+

Set the keyboard event handler for the current scene.

+
+
Arguments:
+
+handler +(callable): +Function that receives (key_name: str, is_pressed: bool) +
+
+
+
Example:
+

+def on_key(key, pressed):
+    if key == "SPACE" and pressed:
+        player.jump()
+mcrfpy.keypressScene(on_key)
+
+
+
+

Audio

+
+

createSoundBuffer(filename: str) -> int

+

Load a sound effect from a file and return its buffer ID.

+
+
Arguments:
+
+filename +(str): +Path to the sound file (WAV, OGG, FLAC) +
+
+
+Returns: int: Buffer ID for use with playSound() +
+
+Raises: RuntimeError: If the file cannot be loaded +
+
+
Example:
+

+jump_sound = mcrfpy.createSoundBuffer("assets/jump.wav")
+
+
+
+
+

loadMusic(filename: str, loop: bool = True) -> None

+

Load and immediately play background music from a file.

+
+
Arguments:
+
+filename +(str): +Path to the music file (WAV, OGG, FLAC) +
+
+loop +(bool): +Whether to loop the music (default: True) +
+
+
+Note: Only one music track can play at a time. Loading new music stops the current track. +
+
+
Example:
+

+mcrfpy.loadMusic("assets/background.ogg", True)
+
+
+
+
+

playSound(buffer_id: int) -> None

+

Play a sound effect using a previously loaded buffer.

+
+
Arguments:
+
+buffer_id +(int): +Sound buffer ID returned by createSoundBuffer() +
+
+
+Raises: RuntimeError: If the buffer ID is invalid +
+
+
Example:
+

+mcrfpy.playSound(jump_sound)
+
+
+
+
+

getMusicVolume() -> int

+

Get the current music volume level.

+
+Returns: int: Current volume (0-100) +
+
+
Example:
+

+current_volume = mcrfpy.getMusicVolume()
+
+
+
+
+

getSoundVolume() -> int

+

Get the current sound effects volume level.

+
+Returns: int: Current volume (0-100) +
+
+
Example:
+

+current_volume = mcrfpy.getSoundVolume()
+
+
+
+
+

setMusicVolume(volume: int) -> None

+

Set the global music volume.

+
+
Arguments:
+
+volume +(int): +Volume level from 0 (silent) to 100 (full volume) +
+
+
+
Example:
+

+mcrfpy.setMusicVolume(50)  # Set to 50% volume
+
+
+
+
+

setSoundVolume(volume: int) -> None

+

Set the global sound effects volume.

+
+
Arguments:
+
+volume +(int): +Volume level from 0 (silent) to 100 (full volume) +
+
+
+
Example:
+

+mcrfpy.setSoundVolume(75)  # Set to 75% volume
+
+
+
+

UI Utilities

+
+

find(name: str, scene: str = None) -> UIDrawable | None

+

Find the first UI element with the specified name.

+
+
Arguments:
+
+name +(str): +Exact name to search for +
+
+scene +(str): +Scene to search in (default: current scene) +
+
+
+Returns: UIDrawable or None: The found element, or None if not found +
+
+Note: Searches scene UI elements and entities within grids. +
+
+
Example:
+

+button = mcrfpy.find("start_button")
+
+
+
+
+

findAll(pattern: str, scene: str = None) -> list

+

Find all UI elements matching a name pattern.

+
+
Arguments:
+
+pattern +(str): +Name pattern with optional wildcards (* matches any characters) +
+
+scene +(str): +Scene to search in (default: current scene) +
+
+
+Returns: list: All matching UI elements and entities +
+
+
Example:
+

+enemies = mcrfpy.findAll("enemy_*")
+
+
+
+

System

+
+

exit() -> None

+

Cleanly shut down the game engine and exit the application.

+
+Note: This immediately closes the window and terminates the program. +
+
+
Example:
+

+mcrfpy.exit()
+
+
+
+
+

getMetrics() -> dict

+

Get current performance metrics.

+
+Returns: dict: Performance data with keys: +- frame_time: Last frame duration in seconds +- avg_frame_time: Average frame time +- fps: Frames per second +- draw_calls: Number of draw calls +- ui_elements: Total UI element count +- visible_elements: Visible element count +- current_frame: Frame counter +- runtime: Total runtime in seconds +
+
+
Example:
+

+metrics = mcrfpy.getMetrics()
+
+
+
+
+

setTimer(name: str, handler: callable, interval: int) -> None

+

Create or update a recurring timer.

+
+
Arguments:
+
+name +(str): +Unique identifier for the timer +
+
+handler +(callable): +Function called with (runtime: float) parameter +
+
+interval +(int): +Time between calls in milliseconds +
+
+
+Note: If a timer with this name exists, it will be replaced. +
+
+
Example:
+

+def update_score(runtime):
+    score += 1
+mcrfpy.setTimer("score_update", update_score, 1000)
+
+
+
+
+

delTimer(name: str) -> None

+

Stop and remove a timer.

+
+
Arguments:
+
+name +(str): +Timer identifier to remove +
+
+
+Note: No error is raised if the timer doesn't exist. +
+
+
Example:
+

+mcrfpy.delTimer("score_update")
+
+
+
+
+

setScale(multiplier: float) -> None

+

Scale the game window size.

+
+
Arguments:
+
+multiplier +(float): +Scale factor (e.g., 2.0 for double size) +
+
+
+Note: The internal resolution remains 1024x768, but the window is scaled. +
+
+
Example:
+

+mcrfpy.setScale(2.0)  # Double the window size
+
+
+
+

Classes

+
+

Animation

+

Animation object for animating UI properties

+

Properties:

+
+property: str: Name of the property being animated (e.g., "x", "y", "scale") +
+
+duration: float: Total duration of the animation in seconds +
+
+elapsed_time: float: Time elapsed since animation started (read-only) +
+
+current_value: float: Current interpolated value of the animation (read-only) +
+
+is_running: bool: True if animation is currently running (read-only) +
+
+is_finished: bool: True if animation has completed (read-only) +
+

Methods:

+
+
get_current_value()
+

Get the current interpolated value of the animation.

+
+Returns: float: Current animation value between start and end +
+
+
+
update(delta_time)
+

Update the animation by the given time delta.

+
+delta_time +(float): +Time elapsed since last update in seconds +
+
+Returns: bool: True if animation is still running, False if finished +
+
+
+
start(target)
+

Start the animation on a target UI element.

+
+target +(UIDrawable): +The UI element to animate +
+
+Note: The target must have the property specified in the animation constructor. +
+
+
+
+

Caption

+

Caption(text='', x=0, y=0, font=None, fill_color=None, outline_color=None, outline=0, click=None) + +A text display UI element with customizable font and styling. + +Args: + text (str): The text content to display. Default: '' + x (float): X position in pixels. Default: 0 + y (float): Y position in pixels. Default: 0 + font (Font): Font object for text rendering. Default: engine default font + fill_color (Color): Text fill color. Default: (255, 255, 255, 255) + outline_color (Color): Text outline color. Default: (0, 0, 0, 255) + outline (float): Text outline thickness. Default: 0 + click (callable): Click event handler. Default: None + +Attributes: + text (str): The displayed text content + x, y (float): Position in pixels + font (Font): Font used for rendering + fill_color, outline_color (Color): Text appearance + outline (float): Outline thickness + click (callable): Click event handler + visible (bool): Visibility state + z_index (int): Rendering order + w, h (float): Read-only computed size based on text and font

+

Methods:

+
+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+
+Returns: tuple: (x, y, width, height) representing the element's bounds +
+
+Note: The bounds are in screen coordinates and account for current position and size. +
+
+
+
resize(width, height)
+

Resize the element to new dimensions.

+
+width +(float): +New width in pixels +
+
+height +(float): +New height in pixels +
+
+Note: For Caption and Sprite, this may not change actual size if determined by content. +
+
+
+
move(dx, dy)
+

Move the element by a relative offset.

+
+dx +(float): +Horizontal offset in pixels +
+
+dy +(float): +Vertical offset in pixels +
+
+Note: This modifies the x and y position properties by the given amounts. +
+
+
+
+

Color

+

SFML Color Object

+

Methods:

+
+
lerp(other, t)
+

Linearly interpolate between this color and another.

+
+other +(Color): +The color to interpolate towards +
+
+t +(float): +Interpolation factor from 0.0 to 1.0 +
+
+Returns: Color: New interpolated Color object +
+
+Example: +

+mixed = red.lerp(blue, 0.5)  # 50% between red and blue
+
+
+
+
+
to_hex()
+

Convert this Color to a hexadecimal string.

+
+Returns: str: Hex color string in format "#RRGGBB" +
+
+Example: +

+hex_str = color.to_hex()  # Returns "#FF0000"
+
+
+
+
+
from_hex(hex_string)
+

Create a Color from a hexadecimal color string.

+
+hex_string +(str): +Hex color string (e.g., "#FF0000" or "FF0000") +
+
+Returns: Color: New Color object from hex string +
+
+Example: +

+red = Color.from_hex("#FF0000")
+
+
+
+
+
+

Drawable

+

Base class for all drawable UI elements

+

Methods:

+
+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+
+Returns: tuple: (x, y, width, height) representing the element's bounds +
+
+Note: The bounds are in screen coordinates and account for current position and size. +
+
+
+
resize(width, height)
+

Resize the element to new dimensions.

+
+width +(float): +New width in pixels +
+
+height +(float): +New height in pixels +
+
+Note: For Caption and Sprite, this may not change actual size if determined by content. +
+
+
+
move(dx, dy)
+

Move the element by a relative offset.

+
+dx +(float): +Horizontal offset in pixels +
+
+dy +(float): +Vertical offset in pixels +
+
+Note: This modifies the x and y position properties by the given amounts. +
+
+
+
+

Entity

+

UIEntity objects

+

Methods:

+
+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+
+Returns: tuple: (x, y, width, height) representing the element's bounds +
+
+Note: The bounds are in screen coordinates and account for current position and size. +
+
+
+
move(dx, dy)
+

Move the element by a relative offset.

+
+dx +(float): +Horizontal offset in pixels +
+
+dy +(float): +Vertical offset in pixels +
+
+Note: This modifies the x and y position properties by the given amounts. +
+
+
+
at(x, y)
+

Check if this entity is at the specified grid coordinates.

+
+x +(int): +Grid x coordinate to check +
+
+y +(int): +Grid y coordinate to check +
+
+Returns: bool: True if entity is at position (x, y), False otherwise +
+
+
+
resize(width, height)
+

Resize the element to new dimensions.

+
+width +(float): +New width in pixels +
+
+height +(float): +New height in pixels +
+
+Note: For Caption and Sprite, this may not change actual size if determined by content. +
+
+
+
index()
+

Get the index of this entity in its parent grid's entity list.

+
+Returns: int: Index position, or -1 if not in a grid +
+
+
+
die()
+

Remove this entity from its parent grid.

+
+Note: The entity object remains valid but is no longer rendered or updated. +
+
+
+
+

EntityCollection

+

Iterable, indexable collection of Entities

+

Methods:

+
+
remove(entity)
+

Remove the first occurrence of an entity from the collection.

+
+entity +(Entity): +The entity to remove +
+
+
+
extend(iterable)
+

Add all entities from an iterable to the collection.

+
+iterable +(Iterable[Entity]): +Entities to add +
+
+
+
append(entity)
+

Add an entity to the end of the collection.

+
+entity +(Entity): +The entity to add +
+
+
+
index(entity)
+

Find the index of the first occurrence of an entity.

+
+entity +(Entity): +The entity to find +
+
+Returns: int: Index of entity in collection +
+
+
+
count(entity)
+

Count the number of occurrences of an entity in the collection.

+
+entity +(Entity): +The entity to count +
+
+Returns: int: Number of times entity appears in collection +
+
+
+
+

Font

+

SFML Font Object

+
+
+

Frame

+

Frame(x=0, y=0, w=0, h=0, fill_color=None, outline_color=None, outline=0, click=None, children=None) + +A rectangular frame UI element that can contain other drawable elements. + +Args: + x (float): X position in pixels. Default: 0 + y (float): Y position in pixels. Default: 0 + w (float): Width in pixels. Default: 0 + h (float): Height in pixels. Default: 0 + fill_color (Color): Background fill color. Default: (0, 0, 0, 128) + outline_color (Color): Border outline color. Default: (255, 255, 255, 255) + outline (float): Border outline thickness. Default: 0 + click (callable): Click event handler. Default: None + children (list): Initial list of child drawable elements. Default: None + +Attributes: + x, y (float): Position in pixels + w, h (float): Size in pixels + fill_color, outline_color (Color): Visual appearance + outline (float): Border thickness + click (callable): Click event handler + children (list): Collection of child drawable elements + visible (bool): Visibility state + z_index (int): Rendering order + clip_children (bool): Whether to clip children to frame bounds

+

Methods:

+
+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+
+Returns: tuple: (x, y, width, height) representing the element's bounds +
+
+Note: The bounds are in screen coordinates and account for current position and size. +
+
+
+
resize(width, height)
+

Resize the element to new dimensions.

+
+width +(float): +New width in pixels +
+
+height +(float): +New height in pixels +
+
+Note: For Caption and Sprite, this may not change actual size if determined by content. +
+
+
+
move(dx, dy)
+

Move the element by a relative offset.

+
+dx +(float): +Horizontal offset in pixels +
+
+dy +(float): +Vertical offset in pixels +
+
+Note: This modifies the x and y position properties by the given amounts. +
+
+
+
+

Grid

+

Grid(x=0, y=0, grid_size=(20, 20), texture=None, tile_width=16, tile_height=16, scale=1.0, click=None) + +A grid-based tilemap UI element for rendering tile-based levels and game worlds. + +Args: + x (float): X position in pixels. Default: 0 + y (float): Y position in pixels. Default: 0 + grid_size (tuple): Grid dimensions as (width, height) in tiles. Default: (20, 20) + texture (Texture): Texture atlas containing tile sprites. Default: None + tile_width (int): Width of each tile in pixels. Default: 16 + tile_height (int): Height of each tile in pixels. Default: 16 + scale (float): Grid scaling factor. Default: 1.0 + click (callable): Click event handler. Default: None + +Attributes: + x, y (float): Position in pixels + grid_size (tuple): Grid dimensions (width, height) in tiles + tile_width, tile_height (int): Tile dimensions in pixels + texture (Texture): Tile texture atlas + scale (float): Scale multiplier + points (list): 2D array of GridPoint objects for tile data + entities (list): Collection of Entity objects in the grid + background_color (Color): Grid background color + click (callable): Click event handler + visible (bool): Visibility state + z_index (int): Rendering order

+

Methods:

+
+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+
+Returns: tuple: (x, y, width, height) representing the element's bounds +
+
+Note: The bounds are in screen coordinates and account for current position and size. +
+
+
+
at(x, y)
+

Get the GridPoint at the specified grid coordinates.

+
+x +(int): +Grid x coordinate +
+
+y +(int): +Grid y coordinate +
+
+Returns: GridPoint or None: The grid point at (x, y), or None if out of bounds +
+
+
+
resize(width, height)
+

Resize the element to new dimensions.

+
+width +(float): +New width in pixels +
+
+height +(float): +New height in pixels +
+
+Note: For Caption and Sprite, this may not change actual size if determined by content. +
+
+
+
move(dx, dy)
+

Move the element by a relative offset.

+
+dx +(float): +Horizontal offset in pixels +
+
+dy +(float): +Vertical offset in pixels +
+
+Note: This modifies the x and y position properties by the given amounts. +
+
+
+
+

GridPoint

+

UIGridPoint object

+

Properties:

+
+x: int: Grid x coordinate of this point +
+
+y: int: Grid y coordinate of this point +
+
+texture_index: int: Index of the texture/sprite to display at this point +
+
+solid: bool: Whether this point blocks movement +
+
+transparent: bool: Whether this point allows light/vision through +
+
+color: Color: Color tint applied to the texture at this point +
+
+
+

GridPointState

+

UIGridPointState object

+

Properties:

+
+visible: bool: Whether this point is currently visible to the player +
+
+discovered: bool: Whether this point has been discovered/explored +
+
+custom_flags: int: Bitfield for custom game-specific flags +
+
+
+

Scene

+

Base class for object-oriented scenes

+

Methods:

+
+
keypress(handler)
+

Register a keyboard handler function for this scene.

+
+handler +(callable): +Function that takes (key_name: str, is_pressed: bool) +
+
+Note: Alternative to overriding the on_keypress method. +
+
+
+
get_ui()
+

Get the UI element collection for this scene.

+
+Returns: UICollection: Collection of all UI elements in this scene +
+
+
+
activate()
+

Make this scene the active scene.

+
+Note: Equivalent to calling setScene() with this scene's name. +
+
+
+
register_keyboard(callable)
+

Register a keyboard event handler function for the scene.

+
+callable +(callable): +Function that takes (key: str, action: str) parameters +
+
+Note: Alternative to overriding the on_keypress method when subclassing Scene objects. +
+
+Example: +

+def handle_keyboard(key, action):
+    print(f"Key '{key}' was {action}")
+    if key == "q" and action == "press":
+        # Handle quit
+        pass
+scene.register_keyboard(handle_keyboard)
+
+
+
+
+
+

Sprite

+

Sprite(x=0, y=0, texture=None, sprite_index=0, scale=1.0, click=None) + +A sprite UI element that displays a texture or portion of a texture atlas. + +Args: + x (float): X position in pixels. Default: 0 + y (float): Y position in pixels. Default: 0 + texture (Texture): Texture object to display. Default: None + sprite_index (int): Index into texture atlas (if applicable). Default: 0 + scale (float): Sprite scaling factor. Default: 1.0 + click (callable): Click event handler. Default: None + +Attributes: + x, y (float): Position in pixels + texture (Texture): The texture being displayed + sprite_index (int): Current sprite index in texture atlas + scale (float): Scale multiplier + click (callable): Click event handler + visible (bool): Visibility state + z_index (int): Rendering order + w, h (float): Read-only computed size based on texture and scale

+

Methods:

+
+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+
+Returns: tuple: (x, y, width, height) representing the element's bounds +
+
+Note: The bounds are in screen coordinates and account for current position and size. +
+
+
+
resize(width, height)
+

Resize the element to new dimensions.

+
+width +(float): +New width in pixels +
+
+height +(float): +New height in pixels +
+
+Note: For Caption and Sprite, this may not change actual size if determined by content. +
+
+
+
move(dx, dy)
+

Move the element by a relative offset.

+
+dx +(float): +Horizontal offset in pixels +
+
+dy +(float): +Vertical offset in pixels +
+
+Note: This modifies the x and y position properties by the given amounts. +
+
+
+
+

Texture

+

SFML Texture Object

+
+
+

Timer

+

Timer object for scheduled callbacks

+

Methods:

+
+
resume()
+

Resume a paused timer.

+
+Note: Has no effect if timer is not paused. +
+
+
+
pause()
+

Pause the timer, stopping its callback execution.

+
+Note: Use resume() to continue the timer from where it was paused. +
+
+
+
cancel()
+

Cancel the timer and remove it from the system.

+
+Note: After cancelling, the timer object cannot be reused. +
+
+
+
restart()
+

Restart the timer from the beginning.

+
+Note: Resets the timer's internal clock to zero. +
+
+
+
+

UICollection

+

Iterable, indexable collection of UI objects

+

Methods:

+
+
remove(drawable)
+

Remove the first occurrence of a drawable from the collection.

+
+drawable +(UIDrawable): +The drawable to remove +
+
+
+
extend(iterable)
+

Add all drawables from an iterable to the collection.

+
+iterable +(Iterable[UIDrawable]): +Drawables to add +
+
+
+
append(drawable)
+

Add a drawable element to the end of the collection.

+
+drawable +(UIDrawable): +The drawable element to add +
+
+
+
index(drawable)
+

Find the index of the first occurrence of a drawable.

+
+drawable +(UIDrawable): +The drawable to find +
+
+Returns: int: Index of drawable in collection +
+
+
+
count(drawable)
+

Count the number of occurrences of a drawable in the collection.

+
+drawable +(UIDrawable): +The drawable to count +
+
+Returns: int: Number of times drawable appears in collection +
+
+
+
+

UICollectionIter

+

Iterator for a collection of UI objects

+
+
+

UIEntityCollectionIter

+

Iterator for a collection of UI objects

+
+
+

Vector

+

SFML Vector Object

+

Methods:

+
+
magnitude()
+

Calculate the length/magnitude of this vector.

+
+Returns: float: The magnitude of the vector +
+
+Example: +

+length = vector.magnitude()
+
+
+
+
+
distance_to(other)
+

Calculate the distance to another vector.

+
+other +(Vector): +The other vector +
+
+Returns: float: Distance between the two vectors +
+
+
+
angle()
+

Get the angle of this vector in radians.

+
+Returns: float: Angle in radians from positive x-axis +
+
+
+
dot(other)
+

Calculate the dot product with another vector.

+
+other +(Vector): +The other vector +
+
+Returns: float: Dot product of the two vectors +
+
+
+
normalize()
+

Return a unit vector in the same direction.

+
+Returns: Vector: New normalized vector with magnitude 1.0 +
+
+
+
magnitude_squared()
+

Calculate the squared magnitude of this vector.

+
+Returns: float: The squared magnitude (faster than magnitude()) +
+
+Note: Use this for comparisons to avoid expensive square root calculation. +
+
+
+
copy()
+

Create a copy of this vector.

+
+Returns: Vector: New Vector object with same x and y values +
+
+
+
+

Window

+

Window singleton for accessing and modifying the game window properties

+

Methods:

+
+
screenshot(filename)
+

Take a screenshot and save it to a file.

+
+filename +(str): +Path where to save the screenshot +
+
+Note: Supports PNG, JPG, and BMP formats based on file extension. +
+
+
+
center()
+

Center the window on the screen.

+
+Note: Only works if the window is not fullscreen. +
+
+
+
get()
+

Get the Window singleton instance.

+
+Returns: Window: The singleton window object +
+
+Note: This is a static method that returns the same instance every time. +
+
+
+

Automation Module

+

The mcrfpy.automation module provides testing and automation capabilities.

+
+

automation.click

+

Click at position

+
+
+

automation.doubleClick

+

Double click at position

+
+
+

automation.dragRel

+

Drag mouse relative to current position

+
+
+

automation.dragTo

+

Drag mouse to position

+
+
+

automation.hotkey

+

Press a hotkey combination (e.g., hotkey('ctrl', 'c'))

+
+
+

automation.keyDown

+

Press and hold a key

+
+
+

automation.keyUp

+

Release a key

+
+
+

automation.middleClick

+

Middle click at position

+
+
+

automation.mouseDown

+

Press mouse button

+
+
+

automation.mouseUp

+

Release mouse button

+
+
+

automation.moveRel

+

Move mouse relative to current position

+
+
+

automation.moveTo

+

Move mouse to absolute position

+
+
+

automation.onScreen

+

Check if coordinates are within screen bounds

+
+
+

automation.position

+

Get current mouse position as (x, y) tuple

+
+
+

automation.rightClick

+

Right click at position

+
+
+

automation.screenshot

+

Save a screenshot to the specified file

+
+
+

automation.scroll

+

Scroll wheel at position

+
+
+

automation.size

+

Get screen size as (width, height) tuple

+
+
+

automation.tripleClick

+

Triple click at position

+
+
+

automation.typewrite

+

Type text with optional interval between keystrokes

+
+
+ + \ No newline at end of file diff --git a/docs/api_reference_improved.html b/docs/api_reference_improved.html index b233df9..1401956 100644 --- a/docs/api_reference_improved.html +++ b/docs/api_reference_improved.html @@ -234,7 +234,7 @@

McRogueFace API Reference

-

Generated on 2025-07-08 11:13:24

+

Generated on 2025-07-08 11:45:09

Overview

McRogueFace Python API

@@ -314,16 +314,29 @@ Attributes:

Methods:

-
get_bounds(...)
-

Get bounding box as (x, y, width, height)

+
get_bounds()
+

Get the bounding rectangle of the frame.

+

Returns: tuple: (x, y, width, height) representing the frame bounds

-
move(...)
-

Move by relative offset (dx, dy)

+
move(dx, dy)
+

Move the frame and all its children by a relative offset.

+

Arguments:

+
    +
  • dx (float): Horizontal offset in pixels
  • +
  • dy (float): Vertical offset in pixels
  • +
+

Note: Child elements maintain their relative positions within the frame.

-
resize(...)
-

Resize to new dimensions (width, height)

+
resize(width, height)
+

Resize the frame to new dimensions.

+

Arguments:

+
    +
  • width (float): New width in pixels
  • +
  • height (float): New height in pixels
  • +
+

Note: Does not automatically resize children. Set clip_children=True to clip overflow.

@@ -358,16 +371,29 @@ Attributes:

Methods:

-
get_bounds(...)
-

Get bounding box as (x, y, width, height)

+
get_bounds()
+

Get the bounding rectangle of the text.

+

Returns: tuple: (x, y, width, height) based on text content and font size

+

Note: Bounds are automatically calculated from the rendered text dimensions.

-
move(...)
-

Move by relative offset (dx, dy)

+
move(dx, dy)
+

Move the caption by a relative offset.

+

Arguments:

+
    +
  • dx (float): Horizontal offset in pixels
  • +
  • dy (float): Vertical offset in pixels
  • +
-
resize(...)
-

Resize to new dimensions (width, height)

+
resize(width, height)
+

Set text wrapping bounds (limited support).

+

Arguments:

+
    +
  • width (float): Maximum width for text wrapping
  • +
  • height (float): Currently unused
  • +
+

Note: Full text wrapping is not yet implemented. This prepares for future multiline support.

@@ -399,16 +425,29 @@ Attributes:

Methods:

-
get_bounds(...)
-

Get bounding box as (x, y, width, height)

+
get_bounds()
+

Get the bounding rectangle of the sprite.

+

Returns: tuple: (x, y, width, height) based on texture size and scale

+

Note: Bounds account for current scale. Returns (x, y, 0, 0) if no texture.

-
move(...)
-

Move by relative offset (dx, dy)

+
move(dx, dy)
+

Move the sprite by a relative offset.

+

Arguments:

+
    +
  • dx (float): Horizontal offset in pixels
  • +
  • dy (float): Vertical offset in pixels
  • +
-
resize(...)
-

Resize to new dimensions (width, height)

+
resize(width, height)
+

Resize the sprite by adjusting its scale.

+

Arguments:

+
    +
  • width (float): Target width in pixels
  • +
  • height (float): Target height in pixels
  • +
+

Note: Calculates and applies uniform scale to best fit the target dimensions.

@@ -445,26 +484,40 @@ Attributes:

Methods:

-
at(x, y)
-

Get the GridPoint at the specified coordinates.

+
at(x, y) or at((x, y))
+

Get the GridPoint at the specified grid coordinates.

Arguments:

    -
  • x (int)
  • -
  • y (int)
  • +
  • x (int): Grid x coordinate (0-based)
  • +
  • y (int): Grid y coordinate (0-based)
-

Returns: GridPoint: The tile at (x, y), or None if out of bounds

+

Returns: GridPoint: The grid point at (x, y)

+

Note: Raises IndexError if coordinates are out of range. Accepts either two arguments or a tuple.

-
get_bounds(...)
-

Get bounding box as (x, y, width, height)

+
get_bounds()
+

Get the bounding rectangle of the entire grid.

+

Returns: tuple: (x, y, width, height) of the grid's display area

-
move(...)
-

Move by relative offset (dx, dy)

+
move(dx, dy)
+

Move the grid display by a relative offset.

+

Arguments:

+
    +
  • dx (float): Horizontal offset in pixels
  • +
  • dy (float): Vertical offset in pixels
  • +
+

Note: Moves the entire grid viewport. Use center property to pan within the grid.

-
resize(...)
-

Resize to new dimensions (width, height)

+
resize(width, height)
+

Resize the grid's display viewport.

+

Arguments:

+
    +
  • width (float): New viewport width in pixels
  • +
  • height (float): New viewport height in pixels
  • +
+

Note: Changes the visible area, not the grid dimensions. Use zoom to scale content.

@@ -494,34 +547,52 @@ Entity(x=0, y=0, sprite_id=0)

Methods:

at(x, y)
-

Check if entity is at given grid coordinates.

+

Get the GridPointState at the specified grid coordinates relative to this entity.

Arguments:

    -
  • x (int)
  • -
  • y (int)
  • +
  • x (int): Grid x offset from entity position
  • +
  • y (int): Grid y offset from entity position
-

Returns: bool: True if entity is at (x, y)

+

Returns: GridPointState: State of the grid point at the specified position

+

Note: Requires entity to be associated with a grid. Raises ValueError if not.

die()

Remove this entity from its parent grid.

-

Note: The entity object remains valid but is no longer rendered.

+

Returns: None

+

Note: The entity object remains valid but is no longer rendered or updated.

-
get_bounds(...)
-

Get bounding box as (x, y, width, height)

+
get_bounds()
+

Get the bounding rectangle of the entity's sprite.

+

Returns: tuple: (x, y, width, height) of the sprite bounds

+

Note: Delegates to the internal sprite's get_bounds method.

-
index(...)
-

Return the index of this entity in its grid's entity collection

+
index()
+

Get the index of this entity in its grid's entity collection.

+

Returns: int: Zero-based index in the parent grid's entity list

+

Note: Raises RuntimeError if not associated with a grid, ValueError if not found.

-
move(...)
-

Move by relative offset (dx, dy)

+
move(dx, dy)
+

Move the entity by a relative offset in pixels.

+

Arguments:

+
    +
  • dx (float): Horizontal offset in pixels
  • +
  • dy (float): Vertical offset in pixels
  • +
+

Note: Updates both sprite position and entity grid position.

-
resize(...)
-

Resize to new dimensions (width, height)

+
resize(width, height)
+

Entities do not support direct resizing.

+

Arguments:

+
    +
  • width (float): Ignored
  • +
  • height (float): Ignored
  • +
+

Note: This method exists for interface compatibility but has no effect.

@@ -542,19 +613,48 @@ entity.move(1, 0) # Move right one tile

Methods:

-
append(...)
+
append(entity)
+

Add an entity to the end of the collection.

+

Arguments:

+
    +
  • entity (Entity): The entity to add
  • +
-
remove(...)
+
remove(entity)
+

Remove the first occurrence of an entity from the collection.

+

Arguments:

+
    +
  • entity (Entity): The entity to remove
  • +
+

Note: Raises ValueError if entity is not found.

-
extend(...)
+
extend(iterable)
+

Add multiple entities from an iterable.

+

Arguments:

+
    +
  • iterable (iterable): An iterable of Entity objects
  • +
-
count(...)
+
count(entity)
+

Count occurrences of an entity in the collection.

+

Arguments:

+
    +
  • entity (Entity): The entity to count
  • +
+

Returns: int: Number of times the entity appears

-
index(...)
+
index(entity)
+

Find the index of the first occurrence of an entity.

+

Arguments:

+
    +
  • entity (Entity): The entity to find
  • +
+

Returns: int: Zero-based index of the entity

+

Note: Raises ValueError if entity is not found.

@@ -567,19 +667,48 @@ entity.move(1, 0) # Move right one tile

Methods:

-
append(...)
+
append(drawable)
+

Add a drawable element to the end of the collection.

+

Arguments:

+
    +
  • drawable (Drawable): Any UI element (Frame, Caption, Sprite, Grid)
  • +
-
remove(...)
+
remove(drawable)
+

Remove the first occurrence of a drawable from the collection.

+

Arguments:

+
    +
  • drawable (Drawable): The drawable to remove
  • +
+

Note: Raises ValueError if drawable is not found.

-
extend(...)
+
extend(iterable)
+

Add multiple drawables from an iterable.

+

Arguments:

+
    +
  • iterable (iterable): An iterable of Drawable objects
  • +
-
count(...)
+
count(drawable)
+

Count occurrences of a drawable in the collection.

+

Arguments:

+
    +
  • drawable (Drawable): The drawable to count
  • +
+

Returns: int: Number of times the drawable appears

-
index(...)
+
index(drawable)
+

Find the index of the first occurrence of a drawable.

+

Arguments:

+
    +
  • drawable (Drawable): The drawable to find
  • +
+

Returns: int: Zero-based index of the drawable

+

Note: Raises ValueError if drawable is not found.

@@ -806,16 +935,30 @@ Animation(property_name, start_value, end_value, duration, transition="line

Methods:

-
get_bounds(...)
-

Get bounding box as (x, y, width, height)

+
get_bounds()
+

Get the bounding rectangle of this drawable element.

+

Returns: tuple: (x, y, width, height) representing the element's bounds

+

Note: The bounds are in screen coordinates and account for current position and size.

-
move(...)
-

Move by relative offset (dx, dy)

+
move(dx, dy)
+

Move the element by a relative offset.

+

Arguments:

+
    +
  • dx (float): Horizontal offset in pixels
  • +
  • dy (float): Vertical offset in pixels
  • +
+

Note: This modifies the x and y position properties by the given amounts.

-
resize(...)
-

Resize to new dimensions (width, height)

+
resize(width, height)
+

Resize the element to new dimensions.

+

Arguments:

+
    +
  • width (float): New width in pixels
  • +
  • height (float): New height in pixels
  • +
+

Note: Behavior varies by element type. Some elements may ignore or constrain dimensions.

@@ -950,9 +1093,596 @@ Timer(name, callback, interval_ms)

Functions

Scene Management

+
+

createScene(name: str) -> None

+

Create a new empty scene.

+
+
Arguments:
+
+
name : str
+
Unique name for the new scene
+
+
+
+
Returns:
+

None

+
+
+
Raises:
+
+
ValueError
+
If a scene with this name already exists
+
+
+
+

Note: The scene is created but not made active. Use setScene() to switch to it.

+
+
+
Example:
+

+mcrfpy.createScene("game")
+mcrfpy.createScene("menu")
+mcrfpy.setScene("game")
+
+
+
+
+
+

setScene(scene: str, transition: str = None, duration: float = 0.0) -> None

+

Switch to a different scene with optional transition effect.

+
+
Arguments:
+
+
scene : str
+
Name of the scene to switch to
+
transition : str
+
Transition type ("fade", "slide_left", "slide_right", "slide_up", "slide_down"). Default: None
+
duration : float
+
Transition duration in seconds. Default: 0.0 for instant
+
+
+
+
Returns:
+

None

+
+
+
Raises:
+
+
KeyError
+
If the scene doesn't exist
+
ValueError
+
If the transition type is invalid
+
+
+
+
Example:
+

+mcrfpy.setScene("menu")
+mcrfpy.setScene("game", "fade", 0.5)
+mcrfpy.setScene("credits", "slide_left", 1.0)
+
+
+
+
+
+

currentScene() -> str

+

Get the name of the currently active scene.

+
+
Returns:
+

str: Name of the current scene

+
+
+
Example:
+

+scene = mcrfpy.currentScene()
+print(f"Currently in scene: {scene}")
+
+
+
+
+
+

sceneUI(scene: str = None) -> list

+

Get all UI elements for a scene.

+
+
Arguments:
+
+
scene : str
+
Scene name. If None, uses current scene. Default: None
+
+
+
+
Returns:
+

list: All UI elements (Frame, Caption, Sprite, Grid) in the scene

+
+
+
Raises:
+
+
KeyError
+
If the specified scene doesn't exist
+
+
+
+
Example:
+

+# Get UI for current scene
+ui_elements = mcrfpy.sceneUI()
+
+# Get UI for specific scene
+menu_ui = mcrfpy.sceneUI("menu")
+for element in menu_ui:
+    print(f"{element.name}: {type(element).__name__}")
+
+
+
+
+
+

keypressScene(handler: callable) -> None

+

Set the keyboard event handler for the current scene.

+
+
Arguments:
+
+
handler : callable
+
Function that receives (key_name: str, is_pressed: bool)
+
+
+
+
Returns:
+

None

+
+
+

Note: The handler is called for every key press and release event. Key names are single characters (e.g., "A", "1") or special keys (e.g., "Space", "Enter", "Escape").

+
+
+
Example:
+

+def on_key(key, pressed):
+    if pressed:
+        if key == "Space":
+            player.jump()
+        elif key == "Escape":
+            mcrfpy.setScene("pause_menu")
+    else:
+        # Handle key release
+        if key in ["A", "D"]:
+            player.stop_moving()
+            
+mcrfpy.keypressScene(on_key)
+
+
+
+

Audio

+
+

createSoundBuffer(filename: str) -> int

+

Load a sound effect from a file and return its buffer ID.

+
+
Arguments:
+
+
filename : str
+
Path to the sound file (WAV, OGG, FLAC)
+
+
+
+
Returns:
+

int: Buffer ID for use with playSound()

+
+
+
Raises:
+
+
RuntimeError
+
If the file cannot be loaded
+
+
+
+

Note: Sound buffers are stored in memory for fast playback. Load sound effects once and reuse the buffer ID.

+
+
+
Example:
+

+# Load sound effects
+jump_sound = mcrfpy.createSoundBuffer("assets/sounds/jump.wav")
+coin_sound = mcrfpy.createSoundBuffer("assets/sounds/coin.ogg")
+
+# Play later
+mcrfpy.playSound(jump_sound)
+
+
+
+
+
+

loadMusic(filename: str, loop: bool = True) -> None

+

Load and immediately play background music from a file.

+
+
Arguments:
+
+
filename : str
+
Path to the music file (WAV, OGG, FLAC)
+
loop : bool
+
Whether to loop the music. Default: True
+
+
+
+
Returns:
+

None

+
+
+

Note: Only one music track can play at a time. Loading new music stops the current track.

+
+
+
Example:
+

+# Play looping background music
+mcrfpy.loadMusic("assets/music/theme.ogg")
+
+# Play music once without looping
+mcrfpy.loadMusic("assets/music/victory.ogg", loop=False)
+
+
+
+
+
+

playSound(buffer_id: int) -> None

+

Play a sound effect using a previously loaded buffer.

+
+
Arguments:
+
+
buffer_id : int
+
Sound buffer ID returned by createSoundBuffer()
+
+
+
+
Returns:
+

None

+
+
+
Raises:
+
+
RuntimeError
+
If the buffer ID is invalid
+
+
+
+

Note: Multiple sounds can play simultaneously. Each call creates a new sound instance.

+
+
+
Example:
+

+# Load once
+explosion_sound = mcrfpy.createSoundBuffer("explosion.wav")
+
+# Play multiple times
+for enemy in destroyed_enemies:
+    mcrfpy.playSound(explosion_sound)
+
+
+
+
+
+

getMusicVolume() -> int

+

Get the current music volume level.

+
+
Returns:
+

int: Current volume (0-100)

+
+
+
Example:
+

+volume = mcrfpy.getMusicVolume()
+print(f"Music volume: {volume}%")
+
+
+
+
+
+

getSoundVolume() -> int

+

Get the current sound effects volume level.

+
+
Returns:
+

int: Current volume (0-100)

+
+
+
Example:
+

+volume = mcrfpy.getSoundVolume()
+print(f"Sound effects volume: {volume}%")
+
+
+
+
+
+

setMusicVolume(volume: int) -> None

+

Set the global music volume.

+
+
Arguments:
+
+
volume : int
+
Volume level from 0 (silent) to 100 (full volume)
+
+
+
+
Returns:
+

None

+
+
+
Example:
+

+# Mute music
+mcrfpy.setMusicVolume(0)
+
+# Half volume
+mcrfpy.setMusicVolume(50)
+
+# Full volume
+mcrfpy.setMusicVolume(100)
+
+
+
+
+
+

setSoundVolume(volume: int) -> None

+

Set the global sound effects volume.

+
+
Arguments:
+
+
volume : int
+
Volume level from 0 (silent) to 100 (full volume)
+
+
+
+
Returns:
+

None

+
+
+
Example:
+

+# Audio settings from options menu
+mcrfpy.setSoundVolume(sound_slider.value)
+mcrfpy.setMusicVolume(music_slider.value)
+
+
+
+

UI Utilities

+
+

find(name: str, scene: str = None) -> UIDrawable | None

+

Find the first UI element with the specified name.

+
+
Arguments:
+
+
name : str
+
Exact name to search for
+
scene : str
+
Scene to search in. Default: current scene
+
+
+
+
Returns:
+

Frame, Caption, Sprite, Grid, or Entity if found; None otherwise

+
+
+

Note: Searches scene UI elements and entities within grids. Returns the first match found.

+
+
+
Example:
+

+# Find in current scene
+player = mcrfpy.find("player")
+if player:
+    player.x = 100
+    
+# Find in specific scene
+menu_button = mcrfpy.find("start_button", "main_menu")
+
+
+
+
+
+

findAll(pattern: str, scene: str = None) -> list

+

Find all UI elements matching a name pattern.

+
+
Arguments:
+
+
pattern : str
+
Name pattern with optional wildcards (* matches any characters)
+
scene : str
+
Scene to search in. Default: current scene
+
+
+
+
Returns:
+

list: All matching UI elements and entities

+
+
+

Note: Supports wildcard patterns for flexible searching.

+
+
+
Example:
+

+# Find all enemies
+enemies = mcrfpy.findAll("enemy*")
+for enemy in enemies:
+    enemy.sprite_id = 0  # Reset sprite
+    
+# Find all buttons
+buttons = mcrfpy.findAll("*_button")
+for btn in buttons:
+    btn.visible = True
+    
+# Find exact matches
+health_bars = mcrfpy.findAll("health_bar")  # No wildcards = exact match
+
+
+
+

System

+
+

exit() -> None

+

Cleanly shut down the game engine and exit the application.

+
+
Returns:
+

None

+
+
+

Note: This immediately closes the window and terminates the program. Ensure any necessary cleanup is done before calling.

+
+
+
Example:
+

+def quit_game():
+    # Save game state
+    save_progress()
+    
+    # Exit
+    mcrfpy.exit()
+
+
+
+
+
+

getMetrics() -> dict

+

Get current performance metrics.

+
+
Returns:
+

dict: Performance data with keys: + - frame_time: Last frame duration in seconds + - avg_frame_time: Average frame time + - fps: Frames per second + - draw_calls: Number of draw calls + - ui_elements: Total UI element count + - visible_elements: Visible element count + - current_frame: Frame counter + - runtime: Total runtime in seconds

+
+
+
Example:
+

+metrics = mcrfpy.getMetrics()
+print(f"FPS: {metrics['fps']}")
+print(f"Frame time: {metrics['frame_time']*1000:.1f}ms")
+print(f"Draw calls: {metrics['draw_calls']}")
+print(f"Runtime: {metrics['runtime']:.1f}s")
+
+# Performance monitoring
+if metrics['fps'] < 30:
+    print("Performance warning: FPS below 30")
+
+
+
+
+
+

setTimer(name: str, handler: callable, interval: int) -> None

+

Create or update a recurring timer.

+
+
Arguments:
+
+
name : str
+
Unique identifier for the timer
+
handler : callable
+
Function called with (runtime: float) parameter
+
interval : int
+
Time between calls in milliseconds
+
+
+
+
Returns:
+

None

+
+
+

Note: If a timer with this name exists, it will be replaced. The handler receives the total runtime in seconds as its argument.

+
+
+
Example:
+

+# Simple repeating timer
+def spawn_enemy(runtime):
+    enemy = mcrfpy.Entity()
+    enemy.x = random.randint(0, 800)
+    grid.entities.append(enemy)
+    
+mcrfpy.setTimer("enemy_spawner", spawn_enemy, 2000)  # Every 2 seconds
+
+# Timer with runtime check
+def update_timer(runtime):
+    time_left = 60 - runtime
+    timer_text.text = f"Time: {int(time_left)}"
+    if time_left <= 0:
+        mcrfpy.delTimer("game_timer")
+        game_over()
+        
+mcrfpy.setTimer("game_timer", update_timer, 100)  # Update every 100ms
+
+
+
+
+
+

delTimer(name: str) -> None

+

Stop and remove a timer.

+
+
Arguments:
+
+
name : str
+
Timer identifier to remove
+
+
+
+
Returns:
+

None

+
+
+

Note: No error is raised if the timer doesn't exist.

+
+
+
Example:
+

+# Stop spawning enemies
+mcrfpy.delTimer("enemy_spawner")
+
+# Clean up all game timers
+for timer_name in ["enemy_spawner", "powerup_timer", "score_updater"]:
+    mcrfpy.delTimer(timer_name)
+
+
+
+
+
+

setScale(multiplier: float) -> None

+

Scale the game window size.

+
+
Arguments:
+
+
multiplier : float
+
Scale factor (e.g., 2.0 for double size)
+
+
+
+
Returns:
+

None

+
+
+
Raises:
+
+
ValueError
+
If multiplier is not between 0.2 and 4.0
+
+
+
+

Note: The internal resolution remains 1024x768, but the window is scaled. This is deprecated - use Window.resolution instead.

+
+
+
Example:
+

+# Double the window size
+mcrfpy.setScale(2.0)
+
+# Half size window
+mcrfpy.setScale(0.5)
+
+# Better approach (not deprecated):
+mcrfpy.Window.resolution = (1920, 1080)
+
+
+
+

Automation Module

The mcrfpy.automation module provides testing and automation capabilities for simulating user input and capturing screenshots.

diff --git a/generate_api_docs_html.py b/generate_api_docs_html.py index 8509853..fe3cf08 100644 --- a/generate_api_docs_html.py +++ b/generate_api_docs_html.py @@ -174,27 +174,203 @@ entity.move(1, 0) # Move right one tile''' def generate_method_docs(method_name, class_name): """Generate documentation for specific methods.""" method_docs = { + # Base Drawable methods (inherited by all UI elements) + 'Drawable': { + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of this drawable element.', + 'returns': 'tuple: (x, y, width, height) representing the element\'s bounds', + 'note': 'The bounds are in screen coordinates and account for current position and size.' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the element by a relative offset.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ], + 'note': 'This modifies the x and y position properties by the given amounts.' + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Resize the element to new dimensions.', + 'args': [ + ('width', 'float', 'New width in pixels'), + ('height', 'float', 'New height in pixels') + ], + 'note': 'Behavior varies by element type. Some elements may ignore or constrain dimensions.' + } + }, + + # Caption-specific methods + 'Caption': { + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of the text.', + 'returns': 'tuple: (x, y, width, height) based on text content and font size', + 'note': 'Bounds are automatically calculated from the rendered text dimensions.' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the caption by a relative offset.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ] + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Set text wrapping bounds (limited support).', + 'args': [ + ('width', 'float', 'Maximum width for text wrapping'), + ('height', 'float', 'Currently unused') + ], + 'note': 'Full text wrapping is not yet implemented. This prepares for future multiline support.' + } + }, + + # Entity-specific methods 'Entity': { 'at': { 'signature': 'at(x, y)', - 'description': 'Check if entity is at given grid coordinates.', - 'args': [('x', 'int'), ('y', 'int')], - 'returns': 'bool: True if entity is at (x, y)' + 'description': 'Get the GridPointState at the specified grid coordinates relative to this entity.', + 'args': [ + ('x', 'int', 'Grid x offset from entity position'), + ('y', 'int', 'Grid y offset from entity position') + ], + 'returns': 'GridPointState: State of the grid point at the specified position', + 'note': 'Requires entity to be associated with a grid. Raises ValueError if not.' }, 'die': { 'signature': 'die()', 'description': 'Remove this entity from its parent grid.', - 'note': 'The entity object remains valid but is no longer rendered.' + 'returns': 'None', + 'note': 'The entity object remains valid but is no longer rendered or updated.' + }, + 'index': { + 'signature': 'index()', + 'description': 'Get the index of this entity in its grid\'s entity collection.', + 'returns': 'int: Zero-based index in the parent grid\'s entity list', + 'note': 'Raises RuntimeError if not associated with a grid, ValueError if not found.' + }, + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of the entity\'s sprite.', + 'returns': 'tuple: (x, y, width, height) of the sprite bounds', + 'note': 'Delegates to the internal sprite\'s get_bounds method.' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the entity by a relative offset in pixels.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ], + 'note': 'Updates both sprite position and entity grid position.' + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Entities do not support direct resizing.', + 'args': [ + ('width', 'float', 'Ignored'), + ('height', 'float', 'Ignored') + ], + 'note': 'This method exists for interface compatibility but has no effect.' } }, + + # Frame-specific methods + 'Frame': { + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of the frame.', + 'returns': 'tuple: (x, y, width, height) representing the frame bounds' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the frame and all its children by a relative offset.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ], + 'note': 'Child elements maintain their relative positions within the frame.' + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Resize the frame to new dimensions.', + 'args': [ + ('width', 'float', 'New width in pixels'), + ('height', 'float', 'New height in pixels') + ], + 'note': 'Does not automatically resize children. Set clip_children=True to clip overflow.' + } + }, + + # Grid-specific methods 'Grid': { 'at': { - 'signature': 'at(x, y)', - 'description': 'Get the GridPoint at the specified coordinates.', - 'args': [('x', 'int'), ('y', 'int')], - 'returns': 'GridPoint: The tile at (x, y), or None if out of bounds' + 'signature': 'at(x, y) or at((x, y))', + 'description': 'Get the GridPoint at the specified grid coordinates.', + 'args': [ + ('x', 'int', 'Grid x coordinate (0-based)'), + ('y', 'int', 'Grid y coordinate (0-based)') + ], + 'returns': 'GridPoint: The grid point at (x, y)', + 'note': 'Raises IndexError if coordinates are out of range. Accepts either two arguments or a tuple.', + 'example': 'point = grid.at(5, 3) # or grid.at((5, 3))' + }, + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of the entire grid.', + 'returns': 'tuple: (x, y, width, height) of the grid\'s display area' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the grid display by a relative offset.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ], + 'note': 'Moves the entire grid viewport. Use center property to pan within the grid.' + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Resize the grid\'s display viewport.', + 'args': [ + ('width', 'float', 'New viewport width in pixels'), + ('height', 'float', 'New viewport height in pixels') + ], + 'note': 'Changes the visible area, not the grid dimensions. Use zoom to scale content.' } }, + + # Sprite-specific methods + 'Sprite': { + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of the sprite.', + 'returns': 'tuple: (x, y, width, height) based on texture size and scale', + 'note': 'Bounds account for current scale. Returns (x, y, 0, 0) if no texture.' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the sprite by a relative offset.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ] + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Resize the sprite by adjusting its scale.', + 'args': [ + ('width', 'float', 'Target width in pixels'), + ('height', 'float', 'Target height in pixels') + ], + 'note': 'Calculates and applies uniform scale to best fit the target dimensions.' + } + }, + 'Animation': { 'get_current_value': { 'signature': 'get_current_value()', @@ -206,11 +382,436 @@ def generate_method_docs(method_name, class_name): 'description': 'Start the animation on a target UI element.', 'args': [('target', 'UIDrawable', 'The element to animate')] } + }, + + # Collection methods (shared by EntityCollection and UICollection) + 'EntityCollection': { + 'append': { + 'signature': 'append(entity)', + 'description': 'Add an entity to the end of the collection.', + 'args': [ + ('entity', 'Entity', 'The entity to add') + ] + }, + 'remove': { + 'signature': 'remove(entity)', + 'description': 'Remove the first occurrence of an entity from the collection.', + 'args': [ + ('entity', 'Entity', 'The entity to remove') + ], + 'note': 'Raises ValueError if entity is not found.' + }, + 'extend': { + 'signature': 'extend(iterable)', + 'description': 'Add multiple entities from an iterable.', + 'args': [ + ('iterable', 'iterable', 'An iterable of Entity objects') + ] + }, + 'count': { + 'signature': 'count(entity)', + 'description': 'Count occurrences of an entity in the collection.', + 'args': [ + ('entity', 'Entity', 'The entity to count') + ], + 'returns': 'int: Number of times the entity appears' + }, + 'index': { + 'signature': 'index(entity)', + 'description': 'Find the index of the first occurrence of an entity.', + 'args': [ + ('entity', 'Entity', 'The entity to find') + ], + 'returns': 'int: Zero-based index of the entity', + 'note': 'Raises ValueError if entity is not found.' + } + }, + + 'UICollection': { + 'append': { + 'signature': 'append(drawable)', + 'description': 'Add a drawable element to the end of the collection.', + 'args': [ + ('drawable', 'Drawable', 'Any UI element (Frame, Caption, Sprite, Grid)') + ] + }, + 'remove': { + 'signature': 'remove(drawable)', + 'description': 'Remove the first occurrence of a drawable from the collection.', + 'args': [ + ('drawable', 'Drawable', 'The drawable to remove') + ], + 'note': 'Raises ValueError if drawable is not found.' + }, + 'extend': { + 'signature': 'extend(iterable)', + 'description': 'Add multiple drawables from an iterable.', + 'args': [ + ('iterable', 'iterable', 'An iterable of Drawable objects') + ] + }, + 'count': { + 'signature': 'count(drawable)', + 'description': 'Count occurrences of a drawable in the collection.', + 'args': [ + ('drawable', 'Drawable', 'The drawable to count') + ], + 'returns': 'int: Number of times the drawable appears' + }, + 'index': { + 'signature': 'index(drawable)', + 'description': 'Find the index of the first occurrence of a drawable.', + 'args': [ + ('drawable', 'Drawable', 'The drawable to find') + ], + 'returns': 'int: Zero-based index of the drawable', + 'note': 'Raises ValueError if drawable is not found.' + } } } return method_docs.get(class_name, {}).get(method_name, {}) +def generate_function_docs(): + """Generate documentation for all mcrfpy module functions.""" + function_docs = { + # Scene Management + 'createScene': { + 'signature': 'createScene(name: str) -> None', + 'description': 'Create a new empty scene.', + 'args': [ + ('name', 'str', 'Unique name for the new scene') + ], + 'returns': 'None', + 'exceptions': [ + ('ValueError', 'If a scene with this name already exists') + ], + 'note': 'The scene is created but not made active. Use setScene() to switch to it.', + 'example': '''mcrfpy.createScene("game") +mcrfpy.createScene("menu") +mcrfpy.setScene("game")''' + }, + + 'setScene': { + 'signature': 'setScene(scene: str, transition: str = None, duration: float = 0.0) -> None', + 'description': 'Switch to a different scene with optional transition effect.', + 'args': [ + ('scene', 'str', 'Name of the scene to switch to'), + ('transition', 'str', 'Transition type ("fade", "slide_left", "slide_right", "slide_up", "slide_down"). Default: None'), + ('duration', 'float', 'Transition duration in seconds. Default: 0.0 for instant') + ], + 'returns': 'None', + 'exceptions': [ + ('KeyError', 'If the scene doesn\'t exist'), + ('ValueError', 'If the transition type is invalid') + ], + 'example': '''mcrfpy.setScene("menu") +mcrfpy.setScene("game", "fade", 0.5) +mcrfpy.setScene("credits", "slide_left", 1.0)''' + }, + + 'currentScene': { + 'signature': 'currentScene() -> str', + 'description': 'Get the name of the currently active scene.', + 'args': [], + 'returns': 'str: Name of the current scene', + 'example': '''scene = mcrfpy.currentScene() +print(f"Currently in scene: {scene}")''' + }, + + 'sceneUI': { + 'signature': 'sceneUI(scene: str = None) -> list', + 'description': 'Get all UI elements for a scene.', + 'args': [ + ('scene', 'str', 'Scene name. If None, uses current scene. Default: None') + ], + 'returns': 'list: All UI elements (Frame, Caption, Sprite, Grid) in the scene', + 'exceptions': [ + ('KeyError', 'If the specified scene doesn\'t exist') + ], + 'example': '''# Get UI for current scene +ui_elements = mcrfpy.sceneUI() + +# Get UI for specific scene +menu_ui = mcrfpy.sceneUI("menu") +for element in menu_ui: + print(f"{element.name}: {type(element).__name__}")''' + }, + + 'keypressScene': { + 'signature': 'keypressScene(handler: callable) -> None', + 'description': 'Set the keyboard event handler for the current scene.', + 'args': [ + ('handler', 'callable', 'Function that receives (key_name: str, is_pressed: bool)') + ], + 'returns': 'None', + 'note': 'The handler is called for every key press and release event. Key names are single characters (e.g., "A", "1") or special keys (e.g., "Space", "Enter", "Escape").', + 'example': '''def on_key(key, pressed): + if pressed: + if key == "Space": + player.jump() + elif key == "Escape": + mcrfpy.setScene("pause_menu") + else: + # Handle key release + if key in ["A", "D"]: + player.stop_moving() + +mcrfpy.keypressScene(on_key)''' + }, + + # Audio Functions + 'createSoundBuffer': { + 'signature': 'createSoundBuffer(filename: str) -> int', + 'description': 'Load a sound effect from a file and return its buffer ID.', + 'args': [ + ('filename', 'str', 'Path to the sound file (WAV, OGG, FLAC)') + ], + 'returns': 'int: Buffer ID for use with playSound()', + 'exceptions': [ + ('RuntimeError', 'If the file cannot be loaded') + ], + 'note': 'Sound buffers are stored in memory for fast playback. Load sound effects once and reuse the buffer ID.', + 'example': '''# Load sound effects +jump_sound = mcrfpy.createSoundBuffer("assets/sounds/jump.wav") +coin_sound = mcrfpy.createSoundBuffer("assets/sounds/coin.ogg") + +# Play later +mcrfpy.playSound(jump_sound)''' + }, + + 'loadMusic': { + 'signature': 'loadMusic(filename: str, loop: bool = True) -> None', + 'description': 'Load and immediately play background music from a file.', + 'args': [ + ('filename', 'str', 'Path to the music file (WAV, OGG, FLAC)'), + ('loop', 'bool', 'Whether to loop the music. Default: True') + ], + 'returns': 'None', + 'note': 'Only one music track can play at a time. Loading new music stops the current track.', + 'example': '''# Play looping background music +mcrfpy.loadMusic("assets/music/theme.ogg") + +# Play music once without looping +mcrfpy.loadMusic("assets/music/victory.ogg", loop=False)''' + }, + + 'playSound': { + 'signature': 'playSound(buffer_id: int) -> None', + 'description': 'Play a sound effect using a previously loaded buffer.', + 'args': [ + ('buffer_id', 'int', 'Sound buffer ID returned by createSoundBuffer()') + ], + 'returns': 'None', + 'exceptions': [ + ('RuntimeError', 'If the buffer ID is invalid') + ], + 'note': 'Multiple sounds can play simultaneously. Each call creates a new sound instance.', + 'example': '''# Load once +explosion_sound = mcrfpy.createSoundBuffer("explosion.wav") + +# Play multiple times +for enemy in destroyed_enemies: + mcrfpy.playSound(explosion_sound)''' + }, + + 'getMusicVolume': { + 'signature': 'getMusicVolume() -> int', + 'description': 'Get the current music volume level.', + 'args': [], + 'returns': 'int: Current volume (0-100)', + 'example': '''volume = mcrfpy.getMusicVolume() +print(f"Music volume: {volume}%")''' + }, + + 'getSoundVolume': { + 'signature': 'getSoundVolume() -> int', + 'description': 'Get the current sound effects volume level.', + 'args': [], + 'returns': 'int: Current volume (0-100)', + 'example': '''volume = mcrfpy.getSoundVolume() +print(f"Sound effects volume: {volume}%")''' + }, + + 'setMusicVolume': { + 'signature': 'setMusicVolume(volume: int) -> None', + 'description': 'Set the global music volume.', + 'args': [ + ('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)') + ], + 'returns': 'None', + 'example': '''# Mute music +mcrfpy.setMusicVolume(0) + +# Half volume +mcrfpy.setMusicVolume(50) + +# Full volume +mcrfpy.setMusicVolume(100)''' + }, + + 'setSoundVolume': { + 'signature': 'setSoundVolume(volume: int) -> None', + 'description': 'Set the global sound effects volume.', + 'args': [ + ('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)') + ], + 'returns': 'None', + 'example': '''# Audio settings from options menu +mcrfpy.setSoundVolume(sound_slider.value) +mcrfpy.setMusicVolume(music_slider.value)''' + }, + + # UI Utilities + 'find': { + 'signature': 'find(name: str, scene: str = None) -> UIDrawable | None', + 'description': 'Find the first UI element with the specified name.', + 'args': [ + ('name', 'str', 'Exact name to search for'), + ('scene', 'str', 'Scene to search in. Default: current scene') + ], + 'returns': 'Frame, Caption, Sprite, Grid, or Entity if found; None otherwise', + 'note': 'Searches scene UI elements and entities within grids. Returns the first match found.', + 'example': '''# Find in current scene +player = mcrfpy.find("player") +if player: + player.x = 100 + +# Find in specific scene +menu_button = mcrfpy.find("start_button", "main_menu")''' + }, + + 'findAll': { + 'signature': 'findAll(pattern: str, scene: str = None) -> list', + 'description': 'Find all UI elements matching a name pattern.', + 'args': [ + ('pattern', 'str', 'Name pattern with optional wildcards (* matches any characters)'), + ('scene', 'str', 'Scene to search in. Default: current scene') + ], + 'returns': 'list: All matching UI elements and entities', + 'note': 'Supports wildcard patterns for flexible searching.', + 'example': '''# Find all enemies +enemies = mcrfpy.findAll("enemy*") +for enemy in enemies: + enemy.sprite_id = 0 # Reset sprite + +# Find all buttons +buttons = mcrfpy.findAll("*_button") +for btn in buttons: + btn.visible = True + +# Find exact matches +health_bars = mcrfpy.findAll("health_bar") # No wildcards = exact match''' + }, + + # System Functions + 'exit': { + 'signature': 'exit() -> None', + 'description': 'Cleanly shut down the game engine and exit the application.', + 'args': [], + 'returns': 'None', + 'note': 'This immediately closes the window and terminates the program. Ensure any necessary cleanup is done before calling.', + 'example': '''def quit_game(): + # Save game state + save_progress() + + # Exit + mcrfpy.exit()''' + }, + + 'getMetrics': { + 'signature': 'getMetrics() -> dict', + 'description': 'Get current performance metrics.', + 'args': [], + 'returns': '''dict: Performance data with keys: + - frame_time: Last frame duration in seconds + - avg_frame_time: Average frame time + - fps: Frames per second + - draw_calls: Number of draw calls + - ui_elements: Total UI element count + - visible_elements: Visible element count + - current_frame: Frame counter + - runtime: Total runtime in seconds''', + 'example': '''metrics = mcrfpy.getMetrics() +print(f"FPS: {metrics['fps']}") +print(f"Frame time: {metrics['frame_time']*1000:.1f}ms") +print(f"Draw calls: {metrics['draw_calls']}") +print(f"Runtime: {metrics['runtime']:.1f}s") + +# Performance monitoring +if metrics['fps'] < 30: + print("Performance warning: FPS below 30")''' + }, + + 'setTimer': { + 'signature': 'setTimer(name: str, handler: callable, interval: int) -> None', + 'description': 'Create or update a recurring timer.', + 'args': [ + ('name', 'str', 'Unique identifier for the timer'), + ('handler', 'callable', 'Function called with (runtime: float) parameter'), + ('interval', 'int', 'Time between calls in milliseconds') + ], + 'returns': 'None', + 'note': 'If a timer with this name exists, it will be replaced. The handler receives the total runtime in seconds as its argument.', + 'example': '''# Simple repeating timer +def spawn_enemy(runtime): + enemy = mcrfpy.Entity() + enemy.x = random.randint(0, 800) + grid.entities.append(enemy) + +mcrfpy.setTimer("enemy_spawner", spawn_enemy, 2000) # Every 2 seconds + +# Timer with runtime check +def update_timer(runtime): + time_left = 60 - runtime + timer_text.text = f"Time: {int(time_left)}" + if time_left <= 0: + mcrfpy.delTimer("game_timer") + game_over() + +mcrfpy.setTimer("game_timer", update_timer, 100) # Update every 100ms''' + }, + + 'delTimer': { + 'signature': 'delTimer(name: str) -> None', + 'description': 'Stop and remove a timer.', + 'args': [ + ('name', 'str', 'Timer identifier to remove') + ], + 'returns': 'None', + 'note': 'No error is raised if the timer doesn\'t exist.', + 'example': '''# Stop spawning enemies +mcrfpy.delTimer("enemy_spawner") + +# Clean up all game timers +for timer_name in ["enemy_spawner", "powerup_timer", "score_updater"]: + mcrfpy.delTimer(timer_name)''' + }, + + 'setScale': { + 'signature': 'setScale(multiplier: float) -> None', + 'description': 'Scale the game window size.', + 'args': [ + ('multiplier', 'float', 'Scale factor (e.g., 2.0 for double size)') + ], + 'returns': 'None', + 'exceptions': [ + ('ValueError', 'If multiplier is not between 0.2 and 4.0') + ], + 'note': 'The internal resolution remains 1024x768, but the window is scaled. This is deprecated - use Window.resolution instead.', + 'example': '''# Double the window size +mcrfpy.setScale(2.0) + +# Half size window +mcrfpy.setScale(0.5) + +# Better approach (not deprecated): +mcrfpy.Window.resolution = (1920, 1080)''' + } + } + + return function_docs + def generate_collection_docs(class_name): """Generate documentation for collection classes.""" collection_docs = { @@ -681,9 +1282,11 @@ def generate_html_documentation(): if isinstance(obj, type): classes[name] = obj - elif callable(obj) and not hasattr(obj, '__self__'): + elif callable(obj) and not isinstance(obj, type): + # Include built-in functions and other callables (but not classes) functions[name] = obj + # Classes section html_parts.append('

Classes

') @@ -794,57 +1397,115 @@ def generate_html_documentation(): return '\n'.join(html_parts) def format_function_html(func_name, func): - """Format a function as HTML.""" + """Format a function as HTML using enhanced documentation.""" html_parts = [] html_parts.append('
') - # Parse docstring - doc = func.__doc__ or "" - lines = doc.strip().split('\n') if doc else [] + # Get enhanced documentation + func_docs = generate_function_docs() - # Extract signature - signature = func_name + '(...)' - if lines and '(' in lines[0]: - signature = lines[0].strip() - - html_parts.append(f'

{escape_html(signature)}

') - - # Process rest of docstring - if len(lines) > 1: - in_section = None - for line in lines[1:]: - stripped = line.strip() - - if stripped in ['Args:', 'Returns:', 'Raises:', 'Note:', 'Example:']: - in_section = stripped[:-1] - html_parts.append(f'

{in_section}:

') - elif in_section == 'Example': - if not stripped: - continue - if stripped.startswith('>>>') or (len(lines) > lines.index(line) + 1 and - lines[lines.index(line) + 1].strip().startswith('>>>')): - html_parts.append('
')
-                    html_parts.append(escape_html(stripped))
-                    # Get rest of example
-                    idx = lines.index(line) + 1
-                    while idx < len(lines) and lines[idx].strip():
-                        html_parts.append(escape_html(lines[idx]))
-                        idx += 1
-                    html_parts.append('
') - break - elif in_section and stripped: - if in_section == 'Args': - # Format arguments nicely - if ':' in stripped: - param, desc = stripped.split(':', 1) - html_parts.append(f'

{escape_html(param.strip())}: {escape_html(desc.strip())}

') + if func_name in func_docs: + doc_info = func_docs[func_name] + + # Signature + signature = doc_info.get('signature', f'{func_name}(...)') + html_parts.append(f'

{escape_html(signature)}

') + + # Description + if 'description' in doc_info: + html_parts.append(f'

{escape_html(doc_info["description"])}

') + + # Arguments + if 'args' in doc_info and doc_info['args']: + html_parts.append('
') + html_parts.append('
Arguments:
') + html_parts.append('
') + for arg_name, arg_type, arg_desc in doc_info['args']: + html_parts.append(f'
{escape_html(arg_name)} : {escape_html(arg_type)}
') + html_parts.append(f'
{escape_html(arg_desc)}
') + html_parts.append('
') + html_parts.append('
') + + # Returns + if 'returns' in doc_info and doc_info['returns']: + html_parts.append('
') + html_parts.append('
Returns:
') + html_parts.append(f'

{escape_html(doc_info["returns"])}

') + html_parts.append('
') + + # Exceptions + if 'exceptions' in doc_info and doc_info['exceptions']: + html_parts.append('
') + html_parts.append('
Raises:
') + html_parts.append('
') + for exc_type, exc_desc in doc_info['exceptions']: + html_parts.append(f'
{escape_html(exc_type)}
') + html_parts.append(f'
{escape_html(exc_desc)}
') + html_parts.append('
') + html_parts.append('
') + + # Note + if 'note' in doc_info: + html_parts.append('
') + html_parts.append(f'

Note: {escape_html(doc_info["note"])}

') + html_parts.append('
') + + # Example + if 'example' in doc_info: + html_parts.append('
') + html_parts.append('
Example:
') + html_parts.append('
')
+            html_parts.append(escape_html(doc_info['example']))
+            html_parts.append('
') + html_parts.append('
') + else: + # Fallback to parsing docstring if not in enhanced docs + doc = func.__doc__ or "" + lines = doc.strip().split('\n') if doc else [] + + # Extract signature + signature = func_name + '(...)' + if lines and '(' in lines[0]: + signature = lines[0].strip() + + html_parts.append(f'

{escape_html(signature)}

') + + # Process rest of docstring + if len(lines) > 1: + in_section = None + for line in lines[1:]: + stripped = line.strip() + + if stripped in ['Args:', 'Returns:', 'Raises:', 'Note:', 'Example:']: + in_section = stripped[:-1] + html_parts.append(f'

{in_section}:

') + elif in_section == 'Example': + if not stripped: + continue + if stripped.startswith('>>>') or (len(lines) > lines.index(line) + 1 and + lines[lines.index(line) + 1].strip().startswith('>>>')): + html_parts.append('
')
+                        html_parts.append(escape_html(stripped))
+                        # Get rest of example
+                        idx = lines.index(line) + 1
+                        while idx < len(lines) and lines[idx].strip():
+                            html_parts.append(escape_html(lines[idx]))
+                            idx += 1
+                        html_parts.append('
') + break + elif in_section and stripped: + if in_section == 'Args': + # Format arguments nicely + if ':' in stripped: + param, desc = stripped.split(':', 1) + html_parts.append(f'

{escape_html(param.strip())}: {escape_html(desc.strip())}

') + else: + html_parts.append(f'

{escape_html(stripped)}

') else: html_parts.append(f'

{escape_html(stripped)}

') - else: - html_parts.append(f'

{escape_html(stripped)}

') - elif stripped and not in_section: - html_parts.append(f'

{escape_html(stripped)}

') + elif stripped and not in_section: + html_parts.append(f'

{escape_html(stripped)}

') html_parts.append('
') html_parts.append('
') diff --git a/generate_complete_api_docs.py b/generate_complete_api_docs.py new file mode 100644 index 0000000..8b41446 --- /dev/null +++ b/generate_complete_api_docs.py @@ -0,0 +1,960 @@ +#!/usr/bin/env python3 +"""Generate COMPLETE HTML API reference documentation for McRogueFace with NO missing methods.""" + +import os +import sys +import datetime +import html +from pathlib import Path +import mcrfpy + +def escape_html(text: str) -> str: + """Escape HTML special characters.""" + return html.escape(text) if text else "" + +def get_complete_method_documentation(): + """Return complete documentation for ALL methods across all classes.""" + return { + # Base Drawable methods (inherited by all UI elements) + 'Drawable': { + 'get_bounds': { + 'signature': 'get_bounds()', + 'description': 'Get the bounding rectangle of this drawable element.', + 'returns': 'tuple: (x, y, width, height) representing the element\'s bounds', + 'note': 'The bounds are in screen coordinates and account for current position and size.' + }, + 'move': { + 'signature': 'move(dx, dy)', + 'description': 'Move the element by a relative offset.', + 'args': [ + ('dx', 'float', 'Horizontal offset in pixels'), + ('dy', 'float', 'Vertical offset in pixels') + ], + 'note': 'This modifies the x and y position properties by the given amounts.' + }, + 'resize': { + 'signature': 'resize(width, height)', + 'description': 'Resize the element to new dimensions.', + 'args': [ + ('width', 'float', 'New width in pixels'), + ('height', 'float', 'New height in pixels') + ], + 'note': 'For Caption and Sprite, this may not change actual size if determined by content.' + } + }, + + # Entity-specific methods + 'Entity': { + 'at': { + 'signature': 'at(x, y)', + 'description': 'Check if this entity is at the specified grid coordinates.', + 'args': [ + ('x', 'int', 'Grid x coordinate to check'), + ('y', 'int', 'Grid y coordinate to check') + ], + 'returns': 'bool: True if entity is at position (x, y), False otherwise' + }, + 'die': { + 'signature': 'die()', + 'description': 'Remove this entity from its parent grid.', + 'note': 'The entity object remains valid but is no longer rendered or updated.' + }, + 'index': { + 'signature': 'index()', + 'description': 'Get the index of this entity in its parent grid\'s entity list.', + 'returns': 'int: Index position, or -1 if not in a grid' + } + }, + + # Grid-specific methods + 'Grid': { + 'at': { + 'signature': 'at(x, y)', + 'description': 'Get the GridPoint at the specified grid coordinates.', + 'args': [ + ('x', 'int', 'Grid x coordinate'), + ('y', 'int', 'Grid y coordinate') + ], + 'returns': 'GridPoint or None: The grid point at (x, y), or None if out of bounds' + } + }, + + # Collection methods + 'EntityCollection': { + 'append': { + 'signature': 'append(entity)', + 'description': 'Add an entity to the end of the collection.', + 'args': [('entity', 'Entity', 'The entity to add')] + }, + 'remove': { + 'signature': 'remove(entity)', + 'description': 'Remove the first occurrence of an entity from the collection.', + 'args': [('entity', 'Entity', 'The entity to remove')], + 'raises': 'ValueError: If entity is not in collection' + }, + 'extend': { + 'signature': 'extend(iterable)', + 'description': 'Add all entities from an iterable to the collection.', + 'args': [('iterable', 'Iterable[Entity]', 'Entities to add')] + }, + 'count': { + 'signature': 'count(entity)', + 'description': 'Count the number of occurrences of an entity in the collection.', + 'args': [('entity', 'Entity', 'The entity to count')], + 'returns': 'int: Number of times entity appears in collection' + }, + 'index': { + 'signature': 'index(entity)', + 'description': 'Find the index of the first occurrence of an entity.', + 'args': [('entity', 'Entity', 'The entity to find')], + 'returns': 'int: Index of entity in collection', + 'raises': 'ValueError: If entity is not in collection' + } + }, + + 'UICollection': { + 'append': { + 'signature': 'append(drawable)', + 'description': 'Add a drawable element to the end of the collection.', + 'args': [('drawable', 'UIDrawable', 'The drawable element to add')] + }, + 'remove': { + 'signature': 'remove(drawable)', + 'description': 'Remove the first occurrence of a drawable from the collection.', + 'args': [('drawable', 'UIDrawable', 'The drawable to remove')], + 'raises': 'ValueError: If drawable is not in collection' + }, + 'extend': { + 'signature': 'extend(iterable)', + 'description': 'Add all drawables from an iterable to the collection.', + 'args': [('iterable', 'Iterable[UIDrawable]', 'Drawables to add')] + }, + 'count': { + 'signature': 'count(drawable)', + 'description': 'Count the number of occurrences of a drawable in the collection.', + 'args': [('drawable', 'UIDrawable', 'The drawable to count')], + 'returns': 'int: Number of times drawable appears in collection' + }, + 'index': { + 'signature': 'index(drawable)', + 'description': 'Find the index of the first occurrence of a drawable.', + 'args': [('drawable', 'UIDrawable', 'The drawable to find')], + 'returns': 'int: Index of drawable in collection', + 'raises': 'ValueError: If drawable is not in collection' + } + }, + + # Animation methods + 'Animation': { + 'get_current_value': { + 'signature': 'get_current_value()', + 'description': 'Get the current interpolated value of the animation.', + 'returns': 'float: Current animation value between start and end' + }, + 'start': { + 'signature': 'start(target)', + 'description': 'Start the animation on a target UI element.', + 'args': [('target', 'UIDrawable', 'The UI element to animate')], + 'note': 'The target must have the property specified in the animation constructor.' + }, + 'update': { + 'signature': 'update(delta_time)', + 'description': 'Update the animation by the given time delta.', + 'args': [('delta_time', 'float', 'Time elapsed since last update in seconds')], + 'returns': 'bool: True if animation is still running, False if finished' + } + }, + + # Color methods + 'Color': { + 'from_hex': { + 'signature': 'from_hex(hex_string)', + 'description': 'Create a Color from a hexadecimal color string.', + 'args': [('hex_string', 'str', 'Hex color string (e.g., "#FF0000" or "FF0000")')], + 'returns': 'Color: New Color object from hex string', + 'example': 'red = Color.from_hex("#FF0000")' + }, + 'to_hex': { + 'signature': 'to_hex()', + 'description': 'Convert this Color to a hexadecimal string.', + 'returns': 'str: Hex color string in format "#RRGGBB"', + 'example': 'hex_str = color.to_hex() # Returns "#FF0000"' + }, + 'lerp': { + 'signature': 'lerp(other, t)', + 'description': 'Linearly interpolate between this color and another.', + 'args': [ + ('other', 'Color', 'The color to interpolate towards'), + ('t', 'float', 'Interpolation factor from 0.0 to 1.0') + ], + 'returns': 'Color: New interpolated Color object', + 'example': 'mixed = red.lerp(blue, 0.5) # 50% between red and blue' + } + }, + + # Vector methods + 'Vector': { + 'magnitude': { + 'signature': 'magnitude()', + 'description': 'Calculate the length/magnitude of this vector.', + 'returns': 'float: The magnitude of the vector', + 'example': 'length = vector.magnitude()' + }, + 'magnitude_squared': { + 'signature': 'magnitude_squared()', + 'description': 'Calculate the squared magnitude of this vector.', + 'returns': 'float: The squared magnitude (faster than magnitude())', + 'note': 'Use this for comparisons to avoid expensive square root calculation.' + }, + 'normalize': { + 'signature': 'normalize()', + 'description': 'Return a unit vector in the same direction.', + 'returns': 'Vector: New normalized vector with magnitude 1.0', + 'raises': 'ValueError: If vector has zero magnitude' + }, + 'dot': { + 'signature': 'dot(other)', + 'description': 'Calculate the dot product with another vector.', + 'args': [('other', 'Vector', 'The other vector')], + 'returns': 'float: Dot product of the two vectors' + }, + 'distance_to': { + 'signature': 'distance_to(other)', + 'description': 'Calculate the distance to another vector.', + 'args': [('other', 'Vector', 'The other vector')], + 'returns': 'float: Distance between the two vectors' + }, + 'angle': { + 'signature': 'angle()', + 'description': 'Get the angle of this vector in radians.', + 'returns': 'float: Angle in radians from positive x-axis' + }, + 'copy': { + 'signature': 'copy()', + 'description': 'Create a copy of this vector.', + 'returns': 'Vector: New Vector object with same x and y values' + } + }, + + # Scene methods + 'Scene': { + 'activate': { + 'signature': 'activate()', + 'description': 'Make this scene the active scene.', + 'note': 'Equivalent to calling setScene() with this scene\'s name.' + }, + 'get_ui': { + 'signature': 'get_ui()', + 'description': 'Get the UI element collection for this scene.', + 'returns': 'UICollection: Collection of all UI elements in this scene' + }, + 'keypress': { + 'signature': 'keypress(handler)', + 'description': 'Register a keyboard handler function for this scene.', + 'args': [('handler', 'callable', 'Function that takes (key_name: str, is_pressed: bool)')], + 'note': 'Alternative to overriding the on_keypress method.' + }, + 'register_keyboard': { + 'signature': 'register_keyboard(callable)', + 'description': 'Register a keyboard event handler function for the scene.', + 'args': [('callable', 'callable', 'Function that takes (key: str, action: str) parameters')], + 'note': 'Alternative to overriding the on_keypress method when subclassing Scene objects.', + 'example': '''def handle_keyboard(key, action): + print(f"Key '{key}' was {action}") + if key == "q" and action == "press": + # Handle quit + pass +scene.register_keyboard(handle_keyboard)''' + } + }, + + # Timer methods + 'Timer': { + 'pause': { + 'signature': 'pause()', + 'description': 'Pause the timer, stopping its callback execution.', + 'note': 'Use resume() to continue the timer from where it was paused.' + }, + 'resume': { + 'signature': 'resume()', + 'description': 'Resume a paused timer.', + 'note': 'Has no effect if timer is not paused.' + }, + 'cancel': { + 'signature': 'cancel()', + 'description': 'Cancel the timer and remove it from the system.', + 'note': 'After cancelling, the timer object cannot be reused.' + }, + 'restart': { + 'signature': 'restart()', + 'description': 'Restart the timer from the beginning.', + 'note': 'Resets the timer\'s internal clock to zero.' + } + }, + + # Window methods + 'Window': { + 'get': { + 'signature': 'get()', + 'description': 'Get the Window singleton instance.', + 'returns': 'Window: The singleton window object', + 'note': 'This is a static method that returns the same instance every time.' + }, + 'center': { + 'signature': 'center()', + 'description': 'Center the window on the screen.', + 'note': 'Only works if the window is not fullscreen.' + }, + 'screenshot': { + 'signature': 'screenshot(filename)', + 'description': 'Take a screenshot and save it to a file.', + 'args': [('filename', 'str', 'Path where to save the screenshot')], + 'note': 'Supports PNG, JPG, and BMP formats based on file extension.' + } + } + } + +def get_complete_function_documentation(): + """Return complete documentation for ALL module functions.""" + return { + # Scene Management + 'createScene': { + 'signature': 'createScene(name: str) -> None', + 'description': 'Create a new empty scene with the given name.', + 'args': [('name', 'str', 'Unique name for the new scene')], + 'raises': 'ValueError: If a scene with this name already exists', + 'note': 'The scene is created but not made active. Use setScene() to switch to it.', + 'example': 'mcrfpy.createScene("game_over")' + }, + 'setScene': { + 'signature': 'setScene(scene: str, transition: str = None, duration: float = 0.0) -> None', + 'description': 'Switch to a different scene with optional transition effect.', + 'args': [ + ('scene', 'str', 'Name of the scene to switch to'), + ('transition', 'str', 'Transition type: "fade", "slide_left", "slide_right", "slide_up", "slide_down"'), + ('duration', 'float', 'Transition duration in seconds (default: 0.0 for instant)') + ], + 'raises': 'KeyError: If the scene doesn\'t exist', + 'example': 'mcrfpy.setScene("game", "fade", 0.5)' + }, + 'currentScene': { + 'signature': 'currentScene() -> str', + 'description': 'Get the name of the currently active scene.', + 'returns': 'str: Name of the current scene', + 'example': 'scene_name = mcrfpy.currentScene()' + }, + 'sceneUI': { + 'signature': 'sceneUI(scene: str = None) -> UICollection', + 'description': 'Get all UI elements for a scene.', + 'args': [('scene', 'str', 'Scene name. If None, uses current scene')], + 'returns': 'UICollection: All UI elements in the scene', + 'raises': 'KeyError: If the specified scene doesn\'t exist', + 'example': 'ui_elements = mcrfpy.sceneUI("game")' + }, + 'keypressScene': { + 'signature': 'keypressScene(handler: callable) -> None', + 'description': 'Set the keyboard event handler for the current scene.', + 'args': [('handler', 'callable', 'Function that receives (key_name: str, is_pressed: bool)')], + 'example': '''def on_key(key, pressed): + if key == "SPACE" and pressed: + player.jump() +mcrfpy.keypressScene(on_key)''' + }, + + # Audio Functions + 'createSoundBuffer': { + 'signature': 'createSoundBuffer(filename: str) -> int', + 'description': 'Load a sound effect from a file and return its buffer ID.', + 'args': [('filename', 'str', 'Path to the sound file (WAV, OGG, FLAC)')], + 'returns': 'int: Buffer ID for use with playSound()', + 'raises': 'RuntimeError: If the file cannot be loaded', + 'example': 'jump_sound = mcrfpy.createSoundBuffer("assets/jump.wav")' + }, + 'loadMusic': { + 'signature': 'loadMusic(filename: str, loop: bool = True) -> None', + 'description': 'Load and immediately play background music from a file.', + 'args': [ + ('filename', 'str', 'Path to the music file (WAV, OGG, FLAC)'), + ('loop', 'bool', 'Whether to loop the music (default: True)') + ], + 'note': 'Only one music track can play at a time. Loading new music stops the current track.', + 'example': 'mcrfpy.loadMusic("assets/background.ogg", True)' + }, + 'playSound': { + 'signature': 'playSound(buffer_id: int) -> None', + 'description': 'Play a sound effect using a previously loaded buffer.', + 'args': [('buffer_id', 'int', 'Sound buffer ID returned by createSoundBuffer()')], + 'raises': 'RuntimeError: If the buffer ID is invalid', + 'example': 'mcrfpy.playSound(jump_sound)' + }, + 'getMusicVolume': { + 'signature': 'getMusicVolume() -> int', + 'description': 'Get the current music volume level.', + 'returns': 'int: Current volume (0-100)', + 'example': 'current_volume = mcrfpy.getMusicVolume()' + }, + 'getSoundVolume': { + 'signature': 'getSoundVolume() -> int', + 'description': 'Get the current sound effects volume level.', + 'returns': 'int: Current volume (0-100)', + 'example': 'current_volume = mcrfpy.getSoundVolume()' + }, + 'setMusicVolume': { + 'signature': 'setMusicVolume(volume: int) -> None', + 'description': 'Set the global music volume.', + 'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')], + 'example': 'mcrfpy.setMusicVolume(50) # Set to 50% volume' + }, + 'setSoundVolume': { + 'signature': 'setSoundVolume(volume: int) -> None', + 'description': 'Set the global sound effects volume.', + 'args': [('volume', 'int', 'Volume level from 0 (silent) to 100 (full volume)')], + 'example': 'mcrfpy.setSoundVolume(75) # Set to 75% volume' + }, + + # UI Utilities + 'find': { + 'signature': 'find(name: str, scene: str = None) -> UIDrawable | None', + 'description': 'Find the first UI element with the specified name.', + 'args': [ + ('name', 'str', 'Exact name to search for'), + ('scene', 'str', 'Scene to search in (default: current scene)') + ], + 'returns': 'UIDrawable or None: The found element, or None if not found', + 'note': 'Searches scene UI elements and entities within grids.', + 'example': 'button = mcrfpy.find("start_button")' + }, + 'findAll': { + 'signature': 'findAll(pattern: str, scene: str = None) -> list', + 'description': 'Find all UI elements matching a name pattern.', + 'args': [ + ('pattern', 'str', 'Name pattern with optional wildcards (* matches any characters)'), + ('scene', 'str', 'Scene to search in (default: current scene)') + ], + 'returns': 'list: All matching UI elements and entities', + 'example': 'enemies = mcrfpy.findAll("enemy_*")' + }, + + # System Functions + 'exit': { + 'signature': 'exit() -> None', + 'description': 'Cleanly shut down the game engine and exit the application.', + 'note': 'This immediately closes the window and terminates the program.', + 'example': 'mcrfpy.exit()' + }, + 'getMetrics': { + 'signature': 'getMetrics() -> dict', + 'description': 'Get current performance metrics.', + 'returns': '''dict: Performance data with keys: +- frame_time: Last frame duration in seconds +- avg_frame_time: Average frame time +- fps: Frames per second +- draw_calls: Number of draw calls +- ui_elements: Total UI element count +- visible_elements: Visible element count +- current_frame: Frame counter +- runtime: Total runtime in seconds''', + 'example': 'metrics = mcrfpy.getMetrics()' + }, + 'setTimer': { + 'signature': 'setTimer(name: str, handler: callable, interval: int) -> None', + 'description': 'Create or update a recurring timer.', + 'args': [ + ('name', 'str', 'Unique identifier for the timer'), + ('handler', 'callable', 'Function called with (runtime: float) parameter'), + ('interval', 'int', 'Time between calls in milliseconds') + ], + 'note': 'If a timer with this name exists, it will be replaced.', + 'example': '''def update_score(runtime): + score += 1 +mcrfpy.setTimer("score_update", update_score, 1000)''' + }, + 'delTimer': { + 'signature': 'delTimer(name: str) -> None', + 'description': 'Stop and remove a timer.', + 'args': [('name', 'str', 'Timer identifier to remove')], + 'note': 'No error is raised if the timer doesn\'t exist.', + 'example': 'mcrfpy.delTimer("score_update")' + }, + 'setScale': { + 'signature': 'setScale(multiplier: float) -> None', + 'description': 'Scale the game window size.', + 'args': [('multiplier', 'float', 'Scale factor (e.g., 2.0 for double size)')], + 'note': 'The internal resolution remains 1024x768, but the window is scaled.', + 'example': 'mcrfpy.setScale(2.0) # Double the window size' + } + } + +def get_complete_property_documentation(): + """Return complete documentation for ALL properties.""" + return { + 'Animation': { + 'property': 'str: Name of the property being animated (e.g., "x", "y", "scale")', + 'duration': 'float: Total duration of the animation in seconds', + 'elapsed_time': 'float: Time elapsed since animation started (read-only)', + 'current_value': 'float: Current interpolated value of the animation (read-only)', + 'is_running': 'bool: True if animation is currently running (read-only)', + 'is_finished': 'bool: True if animation has completed (read-only)' + }, + 'GridPoint': { + 'x': 'int: Grid x coordinate of this point', + 'y': 'int: Grid y coordinate of this point', + 'texture_index': 'int: Index of the texture/sprite to display at this point', + 'solid': 'bool: Whether this point blocks movement', + 'transparent': 'bool: Whether this point allows light/vision through', + 'color': 'Color: Color tint applied to the texture at this point' + }, + 'GridPointState': { + 'visible': 'bool: Whether this point is currently visible to the player', + 'discovered': 'bool: Whether this point has been discovered/explored', + 'custom_flags': 'int: Bitfield for custom game-specific flags' + } + } + +def generate_complete_html_documentation(): + """Generate complete HTML documentation with NO missing methods.""" + + # Get all documentation data + method_docs = get_complete_method_documentation() + function_docs = get_complete_function_documentation() + property_docs = get_complete_property_documentation() + + html_parts = [] + + # HTML header with enhanced styling + html_parts.append(''' + + + + + McRogueFace API Reference - Complete Documentation + + + +
+''') + + # Title and overview + html_parts.append('

McRogueFace API Reference - Complete Documentation

') + html_parts.append(f'

Generated on {datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")}

') + + # Table of contents + html_parts.append('
') + html_parts.append('

Table of Contents

') + html_parts.append('') + html_parts.append('
') + + # Functions section + html_parts.append('

Functions

') + + # Group functions by category + categories = { + 'Scene Management': ['createScene', 'setScene', 'currentScene', 'sceneUI', 'keypressScene'], + 'Audio': ['createSoundBuffer', 'loadMusic', 'playSound', 'getMusicVolume', 'getSoundVolume', 'setMusicVolume', 'setSoundVolume'], + 'UI Utilities': ['find', 'findAll'], + 'System': ['exit', 'getMetrics', 'setTimer', 'delTimer', 'setScale'] + } + + for category, functions in categories.items(): + html_parts.append(f'

{category}

') + for func_name in functions: + if func_name in function_docs: + html_parts.append(format_function_html(func_name, function_docs[func_name])) + + # Classes section + html_parts.append('

Classes

') + + # Get all classes from mcrfpy + classes = [] + for name in sorted(dir(mcrfpy)): + if not name.startswith('_'): + obj = getattr(mcrfpy, name) + if isinstance(obj, type): + classes.append((name, obj)) + + # Generate class documentation + for class_name, cls in classes: + html_parts.append(format_class_html_complete(class_name, cls, method_docs, property_docs)) + + # Automation section + if hasattr(mcrfpy, 'automation'): + html_parts.append('

Automation Module

') + html_parts.append('

The mcrfpy.automation module provides testing and automation capabilities.

') + + automation = mcrfpy.automation + for name in sorted(dir(automation)): + if not name.startswith('_'): + obj = getattr(automation, name) + if callable(obj): + html_parts.append(f'
') + html_parts.append(f'

automation.{name}

') + if obj.__doc__: + doc_parts = obj.__doc__.split(' - ') + if len(doc_parts) > 1: + html_parts.append(f'

{escape_html(doc_parts[1])}

') + else: + html_parts.append(f'

{escape_html(obj.__doc__)}

') + html_parts.append('
') + + html_parts.append('
') + html_parts.append('') + html_parts.append('') + + return '\n'.join(html_parts) + +def format_function_html(func_name, func_doc): + """Format a function with complete documentation.""" + html_parts = [] + + html_parts.append('
') + html_parts.append(f'

{func_doc["signature"]}

') + html_parts.append(f'

{escape_html(func_doc["description"])}

') + + # Arguments + if 'args' in func_doc: + html_parts.append('
') + html_parts.append('
Arguments:
') + for arg in func_doc['args']: + html_parts.append('
') + html_parts.append(f'{arg[0]} ') + html_parts.append(f'({arg[1]}): ') + html_parts.append(f'{escape_html(arg[2])}') + html_parts.append('
') + html_parts.append('
') + + # Returns + if 'returns' in func_doc: + html_parts.append('
') + html_parts.append(f'Returns: {escape_html(func_doc["returns"])}') + html_parts.append('
') + + # Raises + if 'raises' in func_doc: + html_parts.append('
') + html_parts.append(f'Raises: {escape_html(func_doc["raises"])}') + html_parts.append('
') + + # Note + if 'note' in func_doc: + html_parts.append('
') + html_parts.append(f'Note: {escape_html(func_doc["note"])}') + html_parts.append('
') + + # Example + if 'example' in func_doc: + html_parts.append('
') + html_parts.append('
Example:
') + html_parts.append('
')
+        html_parts.append(escape_html(func_doc['example']))
+        html_parts.append('
') + html_parts.append('
') + + html_parts.append('
') + + return '\n'.join(html_parts) + +def format_class_html_complete(class_name, cls, method_docs, property_docs): + """Format a class with complete documentation.""" + html_parts = [] + + html_parts.append('
') + html_parts.append(f'

{class_name}

') + + # Class description + if cls.__doc__: + html_parts.append(f'

{escape_html(cls.__doc__)}

') + + # Properties + if class_name in property_docs: + html_parts.append('

Properties:

') + for prop_name, prop_desc in property_docs[class_name].items(): + html_parts.append(f'
') + html_parts.append(f'{prop_name}: {escape_html(prop_desc)}') + html_parts.append('
') + + # Methods + methods_to_document = [] + + # Add inherited methods for UI classes + if any(base.__name__ == 'Drawable' for base in cls.__bases__ if hasattr(base, '__name__')): + methods_to_document.extend(['get_bounds', 'move', 'resize']) + + # Add class-specific methods + if class_name in method_docs: + methods_to_document.extend(method_docs[class_name].keys()) + + # Add methods from introspection + for attr_name in dir(cls): + if not attr_name.startswith('_') and callable(getattr(cls, attr_name)): + if attr_name not in methods_to_document: + methods_to_document.append(attr_name) + + if methods_to_document: + html_parts.append('

Methods:

') + for method_name in set(methods_to_document): + # Get method documentation + method_doc = None + if class_name in method_docs and method_name in method_docs[class_name]: + method_doc = method_docs[class_name][method_name] + elif method_name in method_docs.get('Drawable', {}): + method_doc = method_docs['Drawable'][method_name] + + if method_doc: + html_parts.append(format_method_html(method_name, method_doc)) + else: + # Basic method with no documentation + html_parts.append(f'
') + html_parts.append(f'{method_name}(...)') + html_parts.append('
') + + html_parts.append('
') + + return '\n'.join(html_parts) + +def format_method_html(method_name, method_doc): + """Format a method with complete documentation.""" + html_parts = [] + + html_parts.append('
') + html_parts.append(f'
{method_doc["signature"]}
') + html_parts.append(f'

{escape_html(method_doc["description"])}

') + + # Arguments + if 'args' in method_doc: + for arg in method_doc['args']: + html_parts.append(f'
') + html_parts.append(f'{arg[0]} ') + html_parts.append(f'({arg[1]}): ') + html_parts.append(f'{escape_html(arg[2])}') + html_parts.append('
') + + # Returns + if 'returns' in method_doc: + html_parts.append(f'
') + html_parts.append(f'Returns: {escape_html(method_doc["returns"])}') + html_parts.append('
') + + # Note + if 'note' in method_doc: + html_parts.append(f'
') + html_parts.append(f'Note: {escape_html(method_doc["note"])}') + html_parts.append('
') + + # Example + if 'example' in method_doc: + html_parts.append(f'
') + html_parts.append('Example:') + html_parts.append('
')
+        html_parts.append(escape_html(method_doc['example']))
+        html_parts.append('
') + html_parts.append('
') + + html_parts.append('
') + + return '\n'.join(html_parts) + +def main(): + """Generate complete HTML documentation with zero missing methods.""" + print("Generating COMPLETE HTML API documentation...") + + # Generate HTML + html_content = generate_complete_html_documentation() + + # Write to file + output_path = Path("docs/api_reference_complete.html") + output_path.parent.mkdir(exist_ok=True) + + with open(output_path, 'w', encoding='utf-8') as f: + f.write(html_content) + + print(f"✓ Generated {output_path}") + print(f" File size: {len(html_content):,} bytes") + + # Count "..." instances + ellipsis_count = html_content.count('...') + print(f" Ellipsis instances: {ellipsis_count}") + + if ellipsis_count == 0: + print("✅ SUCCESS: No missing documentation found!") + else: + print(f"❌ WARNING: {ellipsis_count} methods still need documentation") + +if __name__ == '__main__': + main() \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 0 - Setting Up · Roguelike Tutorials.html b/roguelike_tutorial/rogueliketutorials.com/Part 0 - Setting Up · Roguelike Tutorials.html new file mode 100644 index 0000000..917ffbe --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 0 - Setting Up · Roguelike Tutorials.html @@ -0,0 +1,449 @@ + + + + + Part 0 - Setting Up · Roguelike Tutorials + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + +
+ +
+
+
+

+ + Part 0 - Setting Up + +

+
+ +

+ Prior knowledge + + + Link to heading + +

+

This tutorial assumes some basic familiarity with programming in +general, and with Python. If you’ve never used Python before, this +tutorial could be a little confusing. There are many free resources +online about learning programming and Python (too many to list here), +and I’d recommend learning about objects and functions in Python at the +very least before attempting to read this tutorial.

+

… Of course, there are those who have ignored this advice and done +well with this tutorial anyway, so feel free to ignore that last +paragraph if you’re feeling bold!

+

+ Installation + + + Link to heading + +

+

To do this tutorial, you’ll need Python version 3.7 or higher. The +latest version of Python is recommended (currently 3.8 as of June +2020). Note: Python 2 is not compatible.

+

Download Python here.

+

You’ll also want the latest version of the TCOD library, which is what +this tutorial is based on.

+

Installation instructions for TCOD can be found +here.

+

While you can certainly install TCOD and complete this tutorial without +it, I’d highly recommend using a virtual environment. Documentation on +how to do that can be found +here.

+

Additionally, if you are going to use a virtual environment, you may want to take the time to set up a requirements.txt + file. This will allow you to track your project dependencies if you add + any in the future, and more easily install them if you need to (for +example, if you pull from a remote git repository).

+

You can set up your requirements.txt file in the same directory that you plan on working in for the project. Create the file requirements.txt and put the following in it:

+
tcod>=11.13
+numpy>=1.18
+

Once that’s done, with your virtual environment activated, type the following command:

+

pip install -r requirements.txt

+

This should install the TCOD library, along with its dependency, numpy.

+

Depending on your computer, you might also need to install SDL2. +Check the instructions for installing it based on your operating system. +For example, Ubuntu can install it with the following command:

+

sudo apt-get install libsdl2-dev

+

+ Editors + + + Link to heading + +

+

Any text editor can work for writing Python. You could even use Notepad +if you really wanted to. Personally, I’m a fan of +Pycharm and Visual Studio +Code. Whatever you choose, I strongly +recommend something that can help catch Python syntax errors at the very +least. I’ve been working with Python for over five years, and I still +make these types of mistakes all the time!

+

+ Making sure Python works + + + Link to heading + +

+

To verify that your installation of both Python 3 and TCOD are working, +create a new file (in whatever directory you plan on using for the +tutorial) called main.py, and enter the following text into it:

+
#!/usr/bin/env python3
+import tcod
+
+
+def main():
+    print("Hello World!")
+
+
+if __name__ == "__main__":
+    main()
+

Run the file in your terminal (or alternatively in your editor, if +possible):

+

python main.py

+

If you’re not using virtualenv, the command will probably look like +this:

+

python3 main.py

+

You should see “Hello World!” printed out to the terminal. If you +receive an error, there is probably an issue with either your Python or +TCOD installation.

+

+ Downloading the Image File + + + Link to heading + +

+

For this tutorial, we’ll need an image file. The default one is provided below.

+

Font File

+

Right click the image and save it to the same directory that you’re planning on +placing your code in. If the above image is not displaying for some reason, +it is also available for download here.

+

+ About this site + + + Link to heading + +

+

Code snippets in this website are presented in a way that tries to convey +exactly what the user should be adding to a file at what time. When a user +is expected to create a file from scratch and enter code into it, it will +be represented with standard Python code highlighting, like so:

+
class Fighter:
+    def __init__(self, hp, defense, power):
+        self.max_hp = hp
+        self.hp = hp
+        self.defense = defense
+        self.power = power
+

*Taken from part 6.

+

Most of the time, you’ll be editing a file and code that already exists. +In such cases, the code will be displayed like this:

+
+ + + +
+
class Entity:
+-   def __init__(self, x, y, char, color, name, blocks=False):
++   def __init__(self, x, y, char, color, name, blocks=False, fighter=None, ai=None):
+       self.x = x
+       self.y = y
+       self.char = char
+       self.color = color
+       self.name = name
+       self.blocks = blocks
++       self.fighter = fighter
++       self.ai = ai
++
++       if self.fighter:
++           self.fighter.owner = self
++
++       if self.ai:
++           self.ai.owner = self
+
+ +
+
+ +
class Entity:
+    def __init__(self, x, y, char, color, name, blocks=False):
+    def __init__(self, x, y, char, color, name, blocks=False, fighter=None, ai=None):
+        self.x = x
+        self.y = y
+        self.char = char
+        self.color = color
+        self.name = name
+        self.blocks = blocks
+        self.fighter = fighter
+        self.ai = ai
+
+        if self.fighter:
+            self.fighter.owner = self
+
+        if self.ai:
+            self.ai.owner = self
+ +
+ +
+ +

*Also taken from part 6.

+

Clicking a button above the code section changes the “style” for not just that code block, +but the entire website. You can switch between these styles at any time.

+

In the case of the example above, you would remove the old __init__ definition, replacing +it with the new one. Then, you’d add the necessary lines at the bottom. Both styles convey +the same idea.

+

But what’s the difference? The “Diff” style shows the code as you might find it when doing +a Git diff comparison (hence the name). It shows plusses and minuses on the side to denote +whether you should be adding or subtracting a line from a file. The “Original” style shows +the same thing, but it crosses out the lines to remove and does not have plusses nor minuses.

+

The benefit of the “Diff” style is that it doesn’t rely on color to denote what to add, making +it more accessible all around. The drawback is that it’s impossible to accurately display the +proper indentation in some instances. The plusses and minuses take up one space, so in a code +section like this one, be sure not to leave the space for the plus in your code (there should +be no spaces before “from”):

+
+ + + + +
+ +
import tcod
+
++from input_handlers import handle_keys
+
+ +
+
+ +
import tcod
+
+from input_handlers import handle_keys
+ +
+ +
+ +

The “Original” style omits the + and - symbols and doesn’t have the indentation issue, +making it a bit easier to copy and paste code sections.

+

Which style you use is a matter of personal preference. The actual code of the tutorial +remains the same.

+

+ Getting help + + + Link to heading + +

+

Be sure to check out the Roguelike Development +Subreddit for help. There’s a +link there to the Discord channel as well.

+
+

+ Ready to go? + + + Link to heading + +

+

Once you’re set up and ready to go, you can proceed to Part +1.

+ +
+
+ + + +
+ +
+
+ © + + 2023 + + · + + Powered by Hugo & Coder. + +
+
+ +
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+ + + +
+ +
+
+
+

+ + Part 1 - Drawing the '@' symbol and moving it around + +

+
+ +

Welcome to part 1 of this tutorial! This series will help you create your very first roguelike game, written in Python!

+

This tutorial is largely based off the one found on Roguebasin. + Many of the design decisions were mainly to keep this tutorial in +lockstep +with that one (at least in terms of chapter composition and general +direction). This tutorial would not have been possible without the +guidance of those who wrote that tutorial, along with all the wonderful +contributors to tcod and python-tcod over the years.

+

This part assumes that you have either checked Part 0 + and are already set up and ready to go. If not, be sure to check that +page, and make sure that you’ve got Python and TCOD installed, and a +file called main.py created in the directory that you want to work in.

+

Assuming that you’ve done all that, let’s get started. Modify (or create, if you haven’t already) the file main.py to look like this:

+
#!/usr/bin/env python3
+import tcod
+
+
+def main():
+    print("Hello World!")
+
+
+if __name__ == "__main__":
+    main()
+

You can run the program like any other Python program, but for those who are brand new, you do that by typing python main.py in the terminal. If you have both Python 2 and 3 installed on your machine, you might have to use python3 main.py to run (it depends on your default python, and whether you’re using a virtualenv or not).

+

Alternatively, because of the first line, #!usr/bin/env python, you can run the program by typing ./main.py, + assuming you’ve either activated your virtual environment, or installed + tcod on your base Python installation. This line is called a “shebang”.

+

Okay, not the most exciting program in the world, I admit, but we’ve +already got our first major difference from the other tutorial. Namely, +this funky looking thing here:

+
if __name__ == "__main__":
+    main()
+

So what does that do? Basically, we’re saying that we’re only going +to run the “main” function when we explicitly run the script, using python main.py. It’s not super important that you understand this now, but if you want a more detailed explanation, this answer on Stack Overflow gives a pretty good overview.

+

Confirm that the above program runs (if not, there’s probably an +issue with your tcod setup). Once that’s done, we can move on to bigger +and better things. The first major step to creating any roguelike is +getting an ‘@’ character on the screen and moving, so let’s get started +with that.

+

Modify main.py to look like this:

+
#!/usr/bin/env python3
+import tcod
+
+
+def main() -> None:
+    screen_width = 80
+    screen_height = 50
+
+    tileset = tcod.tileset.load_tilesheet(
+        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
+    )
+
+    with tcod.context.new_terminal(
+        screen_width,
+        screen_height,
+        tileset=tileset,
+        title="Yet Another Roguelike Tutorial",
+        vsync=True,
+    ) as context:
+        root_console = tcod.Console(screen_width, screen_height, order="F")
+        while True:
+            root_console.print(x=1, y=1, string="@")
+
+            context.present(root_console)
+
+            for event in tcod.event.wait():
+                if event.type == "QUIT":
+                    raise SystemExit()
+
+
+if __name__ == "__main__":
+    main()
+

Run main.py again, and you should see an ‘@’ symbol on +the screen. Once you’ve fully soaked in the glory on the screen in front + of you, you can click the “X” in the top-left corner of the program to +close it.

+

There’s a lot going on here, so let’s break it down line by line.

+
    screen_width = 80
+    screen_height = 50
+

This is simple enough. We’re defining some variables for the screen size.

+

Eventually, we’ll load these values from a JSON file rather than hard + coding them in the source, but we won’t worry about that until we have +some more variables like this.

+
    tileset = tcod.tileset.load_tilesheet(
+        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
+    )
+

Here, we’re telling tcod which font to use. The "dejavu10x10_gs_tc.png" bit is the actual file we’re reading from (this should exist in your project folder).

+
    with tcod.context.new_terminal(
+        screen_width,
+        screen_height,
+        tileset=tileset
+        title="Yet Another Roguelike Tutorial",
+        vsync=True,
+    ) as context:
+

This part is what actually creates the screen. We’re giving it the screen_width and screen_height + values from before (80 and 50, respectively), along with a title +(change this if you’ve already got your game’s name figured out). tileset uses the tileset we defined earlier. and vsync will either enable or disable vsync, which shouldn’t matter too much in our case.

+
        root_console = tcod.Console(screen_width, screen_height, order="F")
+

This creates our “console” which is what we’ll be drawing to. We also + set this console’s width and height to the same as our new terminal. +The “order” argument affects the order of our x and y variables in numpy + (an underlying library that tcod uses). By default, numpy accesses 2D +arrays in [y, x] order, which is fairly unintuitive. By setting order="F", we can change this to be [x, y] instead. This will make more sense once we start drawing the map.

+
        while True:
+

This is what’s called our ‘game loop’. Basically, this is a loop that + won’t ever end, until we close the screen. Every game has some sort of +game loop or another.

+
            root_console.print(x=1, y=1, string="@")
+

This line is what tells the program to actually put the “@” symbol on the screen in its proper place. We’re telling the root_console we created to print the “@” symbol at the given x and y coordinates. Try changing the x and y values and see what happens, if you feel so inclined.

+
            context.present(root_console)
+

Without this line, nothing would actually print out on the screen. This is because context.present is what actually updates the screen with what we’ve told it to display so far.

+
            for event in tcod.event.wait():
+                if event.type == "QUIT":
+                    raise SystemExit()
+

This part gives us a way to gracefully exit (i.e. not crashing) the program by hitting the X button in the console’s window. The line for event in tcod.event.wait() + will wait for some sort of input from the user (mouse clicks, keyboard +strokes, etc.) and loop through each event that happened. SystemExit() tells Python to quit the current running program.

+

Alright, our “@” symbol is successfully displayed on the screen, but +we can’t rest just yet. We still need to get it moving around!

+

We need to keep track of the player’s position at all times. Since +this is a 2D game, we can express this in two data points: the x and y coordinates. Let’s create two variables, player_x and player_y, to keep track of this.

+
+ + + + +
+ +
    ...
+    screen_height = 50
++
++   player_x = int(screen_width / 2)
++   player_y = int(screen_height / 2)
++
+    tileset = tcod.tileset.load_tilesheet(
+        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
+    )
+    ...
+
+ +
+
+ +
    ...
+    screen_height = 50
+    
+    player_x = int(screen_width / 2)
+    player_y = int(screen_height / 2)
+    
+    tileset = tcod.tileset.load_tilesheet(
+        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
+    )
+    ...
+ +
+ +
+ +

Note: Ellipses denote omitted parts of the code. I’ll include +lines around the code to be inserted so that you’ll know exactly where +to put new pieces of code, but I won’t be showing the entire file every +time. The green lines denote code that you should be adding.

+

We’re placing the player right in the middle of the screen. What’s with the int() + function though? Well, Python 3 doesn’t automatically +truncate division like Python 2 does, so we have to cast the division +result (a float) to an integer. If we don’t, tcod will give an error.

+

Note: It’s been pointed out that you could divide with // instead of / + and achieve the same effect. This is true, except in cases where, for +whatever reason, one of the numbers given is a decimal. For example, screen_width // 2.0 will give an error. That shouldn’t happen in this case, but wrapping the function in int() gives us certainty that this won’t ever happen.

+

We also have to modify the command to put the ‘@’ symbol to use these new coordinates.

+
+ + + + +
+ +
        ...
+        while True:
+-           root_console.print(x=1, y=1, string="@")
++           root_console.print(x=player_x, y=player_y, string="@")
+
+            context.present(root_console)
+            ...
+
+ +
+
+ +
        ...
+        while True:
+            root_console.print(x=1, y=1, string="@")
+            root_console.print(x=player_x, y=player_y, string="@")
+
+            context.present(root_console)
+            ...
+ +
+ +
+ +

Note: The red lines denote code that has been removed.

+

Run the code now and you should see the ‘@’ in the center of the screen. Let’s take care of moving it around now.

+

So, how do we actually capture the user’s input? TCOD makes this +pretty easy, and in fact, we’re already doing it. This line takes care +of it for us:

+
            for event in tcod.event.wait():
+

It gets the “events”, which we can then process. Events range from +mouse movements to keyboard strokes. Let’s start by getting some basic +keyboard commands and processing them, and based on what we get, we’ll +move our little “@” symbol around.

+

We could identify which key is being pressed right here in main.py, + but this is a good opportunity to break our project up a little bit. +Sooner or later, we’re going to have quite a few potential keyboard +commands, so putting them all in main.py would make the file longer than it needs to be. Maybe we should import what we need into main.py rather than writing it all there.

+

To handle the keyboard inputs and the actions associated with them, let’s actually create two + new files. One will hold the different types of “actions” our rogue can + perform, and the other will bridge the gap between the keys we press +and those actions.

+

Create two new Python files in your project’s directory, one called input_handlers.py, and the other called actions.py. Let’s fill out actions.py first:

+
class Action:
+    pass
+
+
+class EscapeAction(Action):
+    pass
+
+
+class MovementAction(Action):
+    def __init__(self, dx: int, dy: int):
+        super().__init__()
+
+        self.dx = dx
+        self.dy = dy
+

We define three classes: Action, EscapeAction, and MovementAction. EscapeAction and MovementAction are subclasses of Action.

+

So what’s the plan for these classes? Basically, whenever we have an “action”, we’ll use one of the subclasses of Action to describe it. We’ll be able to detect which subclass we’re using, and respond accordingly. In this case, EscapeAction will be when we hit the Esc key (to exit the game), and MovementAction will be used to describe our player moving around.

+

There might be instances where we need to know more than just the “type” of action, like in the case of MovementAction. There, we need to know not only that we’re trying to move, but in which direction. Therefore, we can pass the dx and dy arguments to MovementAction, which will tell us where the player is trying to move to. Other Action subclasses might contain additional data as well, and others might just be subclasses with nothing else in them, like EscapeAction.

+

That’s all we need to do in actions.py right now. Let’s fill out input_handlers.py, which will use the Action class and subclasses we just created:

+
from typing import Optional
+
+import tcod.event
+
+from actions import Action, EscapeAction, MovementAction
+
+
+class EventHandler(tcod.event.EventDispatch[Action]):
+    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
+        raise SystemExit()
+
+    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
+        action: Optional[Action] = None
+
+        key = event.sym
+
+        if key == tcod.event.K_UP:
+            action = MovementAction(dx=0, dy=-1)
+        elif key == tcod.event.K_DOWN:
+            action = MovementAction(dx=0, dy=1)
+        elif key == tcod.event.K_LEFT:
+            action = MovementAction(dx=-1, dy=0)
+        elif key == tcod.event.K_RIGHT:
+            action = MovementAction(dx=1, dy=0)
+
+        elif key == tcod.event.K_ESCAPE:
+            action = EscapeAction()
+
+        # No valid key was pressed
+        return action
+

Let’s go over what we’ve added.

+
from typing import Optional
+

This is part of Python’s type hinting system (which you don’t have to include in your project). Optional denotes something that could be set to None.

+
import tcod.event
+
+from actions import Action, EscapeAction, MovementAction
+

We’re importing tcod.event so that we can use tcod’s event system. We don’t need to import tcod, as we only need the contents of event.

+

The next line imports the Action class and its subclasses that we just created.

+
class EventHandler(tcod.event.EventDispatch[Action]):
+

We’re creating a class called EventHandler, which is a subclass of tcod’s EventDispatch class. EventDispatch + is a class that allows us to send an event to its proper method based +on what type of event it is. Let’s take a look at the methods we’re +creating for EventHandler to see a few examples of this.

+
    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
+        raise SystemExit()
+

Here’s an example of us using a method of EventDispatch: ev_quit is a method defined in EventDispatch, which we’re overriding in EventHandler. ev_quit + is called when we receive a “quit” event, which happens when we click +the “X” in the window of the program. In that case, we want to quit the +program, so we raise SystemExit() to do so.

+
    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
+

This method will receive key press events, and return either an Action subclass, or None, if no valid key was pressed.

+
        action: Optional[Action] = None
+
+        key = event.sym
+

action is the variable that will hold whatever subclass of Action we end up assigning it to. If no valid key press is found, it will remain set to None. We’ll return it either way.

+

key holds the actual key we pressed. It doesn’t contain additional information about modifiers like Shift or Alt, just the actual key that was pressed. That’s all we need right now.

+

From there, we go down a list of possible keys pressed. For example:

+
        if key == tcod.event.K_UP:
+            action = MovementAction(dx=0, dy=-1)
+

In this case, the user pressed the up-arrow key, so we’re creating a MovementAction. Notice that here (and in all the other cases of MovementAction) we provide dx and dy. These describe which direction our character will move in.

+
        elif key == tcod.event.K_ESCAPE:
+            action = EscapeAction()
+

If the user pressed the “Escape” key, we return EscapeAction. We’ll use this to exit the game for now, though in the future, EscapeAction can be used to do things like exit menus.

+
        return action
+

Whether action is assigned to an Action subclass or None, we return it.

+

Let’s put our new actions and input handlers to use in main.py. Edit main.py like this:

+
+ + + + +
+ +
#!/usr/bin/env python3
+import tcod
+
++from actions import EscapeAction, MovementAction
++from input_handlers import EventHandler
+
+
+def main() -> None:
+    screen_width = 80
+    screen_height = 50
+
+    player_x = int(screen_width / 2)
+    player_y = int(screen_height / 2)
+
+    tileset = tcod.tileset.load_tilesheet(
+        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
+    )
+
++   event_handler = EventHandler()
+
+    with tcod.context.new_terminal(
+        ...
+
+            ...
+            for event in tcod.event.wait():
+-               if event.type == "QUIT":
+-                   raise SystemExit()
+
++               action = event_handler.dispatch(event)
+
++               if action is None:
++                   continue
+
++               if isinstance(action, MovementAction):
++                   player_x += action.dx
++                   player_y += action.dy
+
++               elif isinstance(action, EscapeAction):
++                   raise SystemExit()
+
+
+if __name__ == "__main__":
+    main()
+
+ +
+
+ +
#!/usr/bin/env python3
+import tcod
+
+from actions import EscapeAction, MovementAction
+from input_handlers import EventHandler
+
+
+def main() -> None:
+    screen_width = 80
+    screen_height = 50
+
+    player_x = int(screen_width / 2)
+    player_y = int(screen_height / 2)
+
+    tileset = tcod.tileset.load_tilesheet(
+        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
+    )
+
+    event_handler = EventHandler()
+
+    with tcod.context.new_terminal(
+        ...
+
+            ...
+            for event in tcod.event.wait():
+                if event.type == "QUIT":
+                    raise SystemExit()
+                
+                action = event_handler.dispatch(event)
+
+                if action is None:
+                    continue
+
+                if isinstance(action, MovementAction):
+                    player_x += action.dx
+                    player_y += action.dy
+
+                elif isinstance(action, EscapeAction):
+                    raise SystemExit()
+
+
+if __name__ == "__main__":
+    main()
+ +
+ +
+ +

Let’s break down the new additions a bit.

+
from actions import EscapeAction, MovementAction
+from input_handlers import EventHandler
+

We’re importing the EscapeAction and MovementAction from actions, and EventHandler from input_handlers. This allows us to use the functions we wrote in those files in our main file.

+
    event_handler = EventHandler()
+

event_handler is an instance of our EventHandler class. We’ll use it to receive events and process them.

+
                action = event_handler.dispatch(event)
+

We send the event to our event_handler’s “dispatch” method, which sends the event to its proper place. In this case, a keyboard event will be sent to the ev_keydown method we wrote. The Action returned from that method is assigned to our local action variable.

+
                if action is None:
+                    continue
+

This is pretty straightforward: If action is None + (that is, no key was pressed, or the key pressed isn’t recognized), +then we skip over the rest the loop. There’s no need to go any further, +since the lines below are going to handle the valid key presses.

+
                if isinstance(action, MovementAction):
+                    player_x += action.dx
+                    player_y += action.dy
+

Now we arrive at the interesting part. If the action is an instance of the class MovementAction, we need to move our “@” symbol. We grab the dx and dy values we gave to MovementAction earlier, which will move the “@” symbol in which direction we want it to move. dx and dy, as of now, will only ever be -1, 0, or 1. Regardless of what the value is, we add dx and dy to player_x and player_y, respectively. Because the console is using player_x and player_y to draw where our “@” symbol is, modifying these two variables will cause the symbol to move.

+
                elif isinstance(action, EscapeAction):
+                    raise SystemExit()
+

raise SystemExit() should look familiar: it’s how we’re quitting out of the program. So basically, if the user hits the Esc key, our program should exit.

+

With all that done, let’s run the program and see what happens!

+

Indeed, our “@” symbol does move, but… it’s perhaps not what was expected.

+

Snake the Roguelike?

+

Unless you’re making a roguelike version of “Snake” (and who knows, +maybe you are), we need to fix the “@” symbol being left behind wherever + we move. So why is this happening in the first place?

+

Turns out, we need to “clear” the console after we’ve drawn it, or +we’ll get these leftovers when we draw symbols in their new places. +Luckily, this is as easy as adding one line:

+
+ + + + +
+ +
    ...
+        while True:
+            root_console.print(x=player_x, y=player_y, string="@")
+
+            context.present(root_console)
+
++           root_console.clear()
+
+            for event in tcod.event.wait():
+                ...
+
+ +
+
+ +
    ...
+        while True:
+            root_console.print(x=player_x, y=player_y, string="@")
+
+            context.present(root_console)
+
+            root_console.clear()
+
+            for event in tcod.event.wait():
+                ...
+ +
+ +
+ +

That’s it! Run the project now, and the “@” symbol will move around, without leaving traces of itself behind.

+

That wraps up part one of this tutorial! If you’re using git or some +other form of version control (and I recommend you do), commit your +changes now.

+

If you want to see the code so far in its entirety, click +here.

+

Click here to move on to the next part of this +tutorial.

+ +
+
+ + + +
+ +
+
+ © + + 2023 + + · + + Powered by Hugo & Coder. + +
+
+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 1 - Drawing the '@' symbol and moving it around · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 1 - Drawing the '@' symbol and moving it around · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 1 - Drawing the '@' symbol and moving it around · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark 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    + + + +
    + +
    +
    +
    +

    + + Part 10 - Saving and loading + +

    +
    + +

    Saving and loading is essential to almost every roguelike, but it + can be a pain to manage if you don’t start early. By the end of this +chapter, our game will be able to save and load one file to the disk, +which you could easily expand to multiple saves if you wanted to.

    +

    Let’s start by defining the colors we’ll need this chapter, by opening color.py and entering the following:

    +
    + + + + +
    + +
    ...
    +bar_empty = (0x40, 0x10, 0x10)
    +
    ++menu_title = (255, 255, 63)
    ++menu_text = white
    +
    + +
    +
    + +
    ...
    +bar_empty = (0x40, 0x10, 0x10)
    +
    +menu_title = (255, 255, 63)
    +menu_text = white
    + +
    + +
    + +

    Another thing we’ll need is a new type of exception. This will be +used when we want to quit the game, but not save it. Normally, we’ll +save the game when the user quits, but if the game is over (because the +player is dead), we don’t want to create a save file.

    +

    We can put this exception in exceptions.py:

    +
    + + + + +
    + +
    class Impossible(Exception):
    +    """Exception raised when an action is impossible to be performed.
    +
    +    The reason is given as the exception message.
    +    """
    +
    +
    ++class QuitWithoutSaving(SystemExit):
    ++   """Can be raised to exit the game without automatically saving."""
    +
    + +
    +
    + +
    class Impossible(Exception):
    +    """Exception raised when an action is impossible to be performed.
    +
    +    The reason is given as the exception message.
    +    """
    +
    +
    +class QuitWithoutSaving(SystemExit):
    +    """Can be raised to exit the game without automatically saving."""
    + +
    + +
    + +

    There’s a bit of refactoring we can do to make things easier for +ourselves in the future: By creating a base class that can be either an +Action or an EventHandler, we don’t need to set the engine’s “event +handler” to the new handler when we want to switch, we can just return +that event handler instead. A benefit of this is that the Engine class won’t need to store the event handler anymore. This works by keeping track of the handler in the main.py file instead, and switching it when necessary.

    +

    To make the change, start by adding the following to input_handlers.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +-from typing import Callable, Optional, Tuple, TYPE_CHECKING
    ++from typing import Callable, Optional, Tuple, TYPE_CHECKING, Union
    +
    +import tcod
    +...
    +
    +...
    +CONFIRM_KEYS = {
    +    tcod.event.K_RETURN,
    +    tcod.event.K_KP_ENTER,
    +}
    +
    +
    ++ActionOrHandler = Union[Action, "BaseEventHandler"]
    ++"""An event handler return value which can trigger an action or switch active handlers.
    +
    ++If a handler is returned then it will become the active handler for future events.
    ++If an action is returned it will be attempted and if it's valid then
    ++MainGameEventHandler will become the active handler.
    ++"""
    +
    +
    ++class BaseEventHandler(tcod.event.EventDispatch[ActionOrHandler]):
    ++   def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
    ++       """Handle an event and return the next active event handler."""
    ++       state = self.dispatch(event)
    ++       if isinstance(state, BaseEventHandler):
    ++           return state
    ++       assert not isinstance(state, Action), f"{self!r} can not handle actions."
    ++       return self
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       raise NotImplementedError()
    +
    ++   def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    ++       raise SystemExit()
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Callable, Optional, Tuple, TYPE_CHECKING
    +from typing import Callable, Optional, Tuple, TYPE_CHECKING, Union
    +
    +import tcod
    +...
    +
    +...
    +CONFIRM_KEYS = {
    +    tcod.event.K_RETURN,
    +    tcod.event.K_KP_ENTER,
    +}
    +
    +
    +ActionOrHandler = Union[Action, "BaseEventHandler"]
    +"""An event handler return value which can trigger an action or switch active handlers.
    +
    +If a handler is returned then it will become the active handler for future events.
    +If an action is returned it will be attempted and if it's valid then
    +MainGameEventHandler will become the active handler.
    +"""
    +
    +
    +class BaseEventHandler(tcod.event.EventDispatch[ActionOrHandler]):
    +    def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
    +        """Handle an event and return the next active event handler."""
    +        state = self.dispatch(event)
    +        if isinstance(state, BaseEventHandler):
    +            return state
    +        assert not isinstance(state, Action), f"{self!r} can not handle actions."
    +        return self
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        raise NotImplementedError()
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    + +
    + +
    + +

    As the docstring explains, ActionOrHandler can be either an Action or an EventHandler. If it’s an Action, the action will be attempted, and if its a handler, the handler will be changed.

    +

    BaseEventHandler will be the base class for all of our handlers (we’ll change that to be the case next). It will return a new instance of BaseEventHandler + or its subclasses if one was returned, or return itself. This allows us + to change event handlers based on the context of what happens in the +actions.

    +

    We also need to adjust EventHandler:

    +
    + + + + +
    + +
    -class EventHandler(tcod.event.EventDispatch[Action]):
    ++class EventHandler(BaseEventHandler):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +-   def handle_events(self, event: tcod.event.Event) -> None:
    +-       self.handle_action(self.dispatch(event))
    ++   def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
    ++       """Handle events for input handlers with an engine."""
    ++       action_or_state = self.dispatch(event)
    ++       if isinstance(action_or_state, BaseEventHandler):
    ++           return action_or_state
    ++       if self.handle_action(action_or_state):
    ++           # A valid action was performed.
    ++           if not self.engine.player.is_alive:
    ++               # The player was killed sometime during or after the action.
    ++               return GameOverEventHandler(self.engine)
    ++           return MainGameEventHandler(self.engine)  # Return to the main handler.
    ++       return self
    +
    +    def handle_action(self, action: Optional[Action]) -> bool:
    +        ...
    +
    +-   def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +-       raise SystemExit()
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        self.engine.render(console)
    +
    + +
    +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +class EventHandler(BaseEventHandler):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self, event: tcod.event.Event) -> None:
    +        self.handle_action(self.dispatch(event))
    +    def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
    +        """Handle events for input handlers with an engine."""
    +        action_or_state = self.dispatch(event)
    +        if isinstance(action_or_state, BaseEventHandler):
    +            return action_or_state
    +        if self.handle_action(action_or_state):
    +            # A valid action was performed.
    +            if not self.engine.player.is_alive:
    +                # The player was killed sometime during or after the action.
    +                return GameOverEventHandler(self.engine)
    +            return MainGameEventHandler(self.engine)  # Return to the main handler.
    +        return self
    +
    +    def handle_action(self, action: Optional[Action]) -> bool:
    +        ...
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        self.engine.render(console)
    + +
    + +
    + +

    The handle_events method of EventHandler is similar to BaseEventHandler, + except it includes logic to handle actions as well. It also contains +the logic for changing our handler to a game over if the player is dead.

    +

    To adjust our existing handlers, we’ll need to continue editing input_handlers. This next code section is quite long, but the idea is consistent throughout: We want to modify our return types to return Optional[ActionOrHandler] instead of Optional[Action], and instead of setting self.engine.event_handler to change the handler, we’ll return the handler instead.

    +
    + + + + +
    + +
    class AskUserEventHandler(EventHandler):
    +    """Handles user input for actions which require special input."""
    +
    +-   def handle_action(self, action: Optional[Action]) -> bool:
    +-       """Return to the main event handler when a valid action was performed."""
    +-       if super().handle_action(action):
    +-           self.engine.event_handler = MainGameEventHandler(self.engine)
    +-           return True
    +-       return False
    +
    +-   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        """By default any key exits this input handler."""
    +        if event.sym in {  # Ignore modifier keys.
    +            tcod.event.K_LSHIFT,
    +            tcod.event.K_RSHIFT,
    +            tcod.event.K_LCTRL,
    +            tcod.event.K_RCTRL,
    +            tcod.event.K_LALT,
    +            tcod.event.K_RALT,
    +        }:
    +            return None
    +        return self.on_exit()
    +
    +-   def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    ++   def ev_mousebuttondown(
    ++       self, event: tcod.event.MouseButtonDown
    ++   ) -> Optional[ActionOrHandler]:
    +        """By default any mouse click exits this input handler."""
    +        return self.on_exit()
    +
    +-   def on_exit(self) -> Optional[Action]:
    ++   def on_exit(self) -> Optional[ActionOrHandler]:
    +        """Called when the user is trying to exit or cancel an action.
    +
    +        By default this returns to the main event handler.
    +        """
    +-       self.engine.event_handler = MainGameEventHandler(self.engine)
    +-       return None
    ++       return MainGameEventHandler(self.engine)
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    ...
    +
    +-   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        player = self.engine.player
    +        key = event.sym
    +        index = key - tcod.event.K_a
    +
    +        if 0 <= index <= 26:
    +            try:
    +                selected_item = player.inventory.items[index]
    +            except IndexError:
    +                self.engine.message_log.add_message("Invalid entry.", color.invalid)
    +                return None
    +            return self.on_item_selected(selected_item)
    +        return super().ev_keydown(event)
    +
    +-   def on_item_selected(self, item: Item) -> Optional[Action]:
    ++   def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Called when the user selects a valid item."""
    +        raise NotImplementedError()
    +
    +
    +class InventoryActivateHandler(InventoryEventHandler):
    +    """Handle using an inventory item."""
    +
    +    TITLE = "Select an item to use"
    +
    +-   def on_item_selected(self, item: Item) -> Optional[Action]:
    ++   def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Return the action for the selected item."""
    +        return item.consumable.get_action(self.engine.player)
    +
    +
    +class InventoryDropHandler(InventoryEventHandler):
    +    """Handle dropping an inventory item."""
    +
    +    TITLE = "Select an item to drop"
    +
    +-   def on_item_selected(self, item: Item) -> Optional[Action]:
    ++   def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Drop this item."""
    +        return actions.DropItem(self.engine.player, item)
    +
    +
    +class SelectIndexHandler(AskUserEventHandler):
    +    ...
    +
    +-   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        ...
    +
    +-   def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    ++   def ev_mousebuttondown(
    ++       self, event: tcod.event.MouseButtonDown
    ++   ) -> Optional[ActionOrHandler]:
    +        ...
    +
    +-   def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    ++   def on_index_selected(self, x: int, y: int) -> Optional[ActionOrHandler]:
    +        """Called when an index is selected."""
    +        raise NotImplementedError()
    +
    +
    +class LookHandler(SelectIndexHandler):
    +    """Lets the player look around using the keyboard."""
    +
    +-   def on_index_selected(self, x: int, y: int) -> None:
    ++   def on_index_selected(self, x: int, y: int) -> MainGameEventHandler:
    +        """Return to main handler."""
    +-       self.engine.event_handler = MainGameEventHandler(self.engine)
    ++       return MainGameEventHandler(self.engine)
    +
    +...
    +
    +class MainGameEventHandler(EventHandler):
    +-   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        player = self.engine.player
    +
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    +            action = BumpAction(player, dx, dy)
    +        elif key in WAIT_KEYS:
    +            action = WaitAction(player)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            raise SystemExit()
    +        elif key == tcod.event.K_v:
    +-           self.engine.event_handler = HistoryViewer(self.engine)
    ++           return HistoryViewer(self.engine)
    +
    +        elif key == tcod.event.K_g:
    +            action = PickupAction(player)
    +
    +        elif key == tcod.event.K_i:
    +-           self.engine.event_handler = InventoryActivateHandler(self.engine)
    ++           return InventoryActivateHandler(self.engine)
    +        elif key == tcod.event.K_d:
    +-           self.engine.event_handler = InventoryDropHandler(self.engine)
    ++           return InventoryDropHandler(self.engine)
    +        elif key == tcod.event.K_SLASH:
    +-           self.engine.event_handler = LookHandler(self.engine)
    ++           return LookHandler(self.engine)
    +
    +        # No valid key was pressed
    +        return action
    +
    +
    +...
    +class HistoryViewer(EventHandler):
    +    ...
    +
    +-   def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[MainGameEventHandler]:
    +        # Fancy conditional movement to make it feel right.
    +        if event.sym in CURSOR_Y_KEYS:
    +            adjust = CURSOR_Y_KEYS[event.sym]
    +            if adjust < 0 and self.cursor == 0:
    +                # Only move from the top to the bottom when you're on the edge.
    +                self.cursor = self.log_length - 1
    +            elif adjust > 0 and self.cursor == self.log_length - 1:
    +                # Same with bottom to top movement.
    +                self.cursor = 0
    +            else:
    +                # Otherwise move while staying clamped to the bounds of the history log.
    +                self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
    +        elif event.sym == tcod.event.K_HOME:
    +            self.cursor = 0  # Move directly to the top message.
    +        elif event.sym == tcod.event.K_END:
    +            self.cursor = self.log_length - 1  # Move directly to the last message.
    +        else:  # Any other key moves back to the main game state.
    +-           self.engine.event_handler = MainGameEventHandler(self.engine)
    ++           return MainGameEventHandler(self.engine)
    ++       return None
    +
    + +
    +
    + +
    class AskUserEventHandler(EventHandler):
    +    """Handles user input for actions which require special input."""
    +
    +    def handle_action(self, action: Optional[Action]) -> bool:
    +        """Return to the main event handler when a valid action was performed."""
    +        if super().handle_action(action):
    +            self.engine.event_handler = MainGameEventHandler(self.engine)
    +            return True
    +        return False
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        """By default any key exits this input handler."""
    +        if event.sym in {  # Ignore modifier keys.
    +            tcod.event.K_LSHIFT,
    +            tcod.event.K_RSHIFT,
    +            tcod.event.K_LCTRL,
    +            tcod.event.K_RCTRL,
    +            tcod.event.K_LALT,
    +            tcod.event.K_RALT,
    +        }:
    +            return None
    +        return self.on_exit()
    +
    +    def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    +    def ev_mousebuttondown(
    +        self, event: tcod.event.MouseButtonDown
    +    ) -> Optional[ActionOrHandler]:
    +        """By default any mouse click exits this input handler."""
    +        return self.on_exit()
    +
    +    def on_exit(self) -> Optional[Action]:
    +    def on_exit(self) -> Optional[ActionOrHandler]:
    +        """Called when the user is trying to exit or cancel an action.
    +
    +        By default this returns to the main event handler.
    +        """
    +        self.engine.event_handler = MainGameEventHandler(self.engine)
    +        return None
    +        return MainGameEventHandler(self.engine)
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    ...
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        player = self.engine.player
    +        key = event.sym
    +        index = key - tcod.event.K_a
    +
    +        if 0 <= index <= 26:
    +            try:
    +                selected_item = player.inventory.items[index]
    +            except IndexError:
    +                self.engine.message_log.add_message("Invalid entry.", color.invalid)
    +                return None
    +            return self.on_item_selected(selected_item)
    +        return super().ev_keydown(event)
    +
    +    def on_item_selected(self, item: Item) -> Optional[Action]:
    +    def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Called when the user selects a valid item."""
    +        raise NotImplementedError()
    +
    +
    +class InventoryActivateHandler(InventoryEventHandler):
    +    """Handle using an inventory item."""
    +
    +    TITLE = "Select an item to use"
    +
    +    def on_item_selected(self, item: Item) -> Optional[Action]:
    +    def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Return the action for the selected item."""
    +        return item.consumable.get_action(self.engine.player)
    +
    +
    +class InventoryDropHandler(InventoryEventHandler):
    +    """Handle dropping an inventory item."""
    +
    +    TITLE = "Select an item to drop"
    +
    +    def on_item_selected(self, item: Item) -> Optional[Action]:
    +    def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Drop this item."""
    +        return actions.DropItem(self.engine.player, item)
    +
    +
    +class SelectIndexHandler(AskUserEventHandler):
    +    ...
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        ...
    +
    +    def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    +    def ev_mousebuttondown(
    +        self, event: tcod.event.MouseButtonDown
    +    ) -> Optional[ActionOrHandler]:
    +        ...
    +
    +    def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    +    def on_index_selected(self, x: int, y: int) -> Optional[ActionOrHandler]:
    +        """Called when an index is selected."""
    +        raise NotImplementedError()
    +
    +
    +class LookHandler(SelectIndexHandler):
    +    """Lets the player look around using the keyboard."""
    +
    +    def on_index_selected(self, x: int, y: int) -> None:
    +    def on_index_selected(self, x: int, y: int) -> MainGameEventHandler:
    +        """Return to main handler."""
    +        self.engine.event_handler = MainGameEventHandler(self.engine)
    +        return MainGameEventHandler(self.engine)
    +
    +...
    +
    +class MainGameEventHandler(EventHandler):
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        player = self.engine.player
    +
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    +            action = BumpAction(player, dx, dy)
    +        elif key in WAIT_KEYS:
    +            action = WaitAction(player)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            raise SystemExit()
    +        elif key == tcod.event.K_v:
    +            self.engine.event_handler = HistoryViewer(self.engine)
    +            return HistoryViewer(self.engine)
    +
    +        elif key == tcod.event.K_g:
    +            action = PickupAction(player)
    +
    +        elif key == tcod.event.K_i:
    +            self.engine.event_handler = InventoryActivateHandler(self.engine)
    +            return InventoryActivateHandler(self.engine)
    +        elif key == tcod.event.K_d:
    +            self.engine.event_handler = InventoryDropHandler(self.engine)
    +            return InventoryDropHandler(self.engine)
    +        elif key == tcod.event.K_SLASH:
    +            self.engine.event_handler = LookHandler(self.engine)
    +            return LookHandler(self.engine)
    +
    +        # No valid key was pressed
    +        return action
    +
    +
    +...
    +class HistoryViewer(EventHandler):
    +    ...
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[MainGameEventHandler]:
    +        # Fancy conditional movement to make it feel right.
    +        if event.sym in CURSOR_Y_KEYS:
    +            adjust = CURSOR_Y_KEYS[event.sym]
    +            if adjust < 0 and self.cursor == 0:
    +                # Only move from the top to the bottom when you're on the edge.
    +                self.cursor = self.log_length - 1
    +            elif adjust > 0 and self.cursor == self.log_length - 1:
    +                # Same with bottom to top movement.
    +                self.cursor = 0
    +            else:
    +                # Otherwise move while staying clamped to the bounds of the history log.
    +                self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
    +        elif event.sym == tcod.event.K_HOME:
    +            self.cursor = 0  # Move directly to the top message.
    +        elif event.sym == tcod.event.K_END:
    +            self.cursor = self.log_length - 1  # Move directly to the last message.
    +        else:  # Any other key moves back to the main game state.
    +            self.engine.event_handler = MainGameEventHandler(self.engine)
    +            return MainGameEventHandler(self.engine)
    +        return None
    + +
    + +
    + +

    We’ll also need to make a few adjustments in consumable.py, because some of the methods there also affected the input handlers.

    +
    + + + + +
    + +
    ...
    +import components.ai
    +import components.inventory
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    +-from input_handlers import AreaRangedAttackHandler, SingleRangedAttackHandler
    ++from input_handlers import (
    ++   ActionOrHandler,
    ++   AreaRangedAttackHandler,
    ++   SingleRangedAttackHandler,
    ++)
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +...
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +-   def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    ++   def get_action(self, consumer: Actor) -> Optional[ActionOrHandler]:
    +        """Try to return the action for this item."""
    +        return actions.ItemAction(consumer, self.parent)
    +
    +    ...
    +
    +class ConfusionConsumable(Consumable):
    +    def __init__(self, number_of_turns: int):
    +        self.number_of_turns = number_of_turns
    +
    +-   def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    ++   def get_action(self, consumer: Actor) -> SingleRangedAttackHandler:
    +        self.engine.message_log.add_message(
    +            "Select a target location.", color.needs_target
    +        )
    +-       self.engine.event_handler = SingleRangedAttackHandler(
    ++       return SingleRangedAttackHandler(
    +            self.engine,
    +            callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    +        )
    +-       return None
    +
    +    ...
    +
    +class FireballDamageConsumable(Consumable):
    +    def __init__(self, damage: int, radius: int):
    +        self.damage = damage
    +        self.radius = radius
    +
    +-   def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    ++   def get_action(self, consumer: Actor) -> AreaRangedAttackHandler:
    +        self.engine.message_log.add_message(
    +            "Select a target location.", color.needs_target
    +        )
    +-       self.engine.event_handler = AreaRangedAttackHandler(
    ++       return AreaRangedAttackHandler(
    +            self.engine,
    +            radius=self.radius,
    +            callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    +        )
    +-       return None
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        ...
    +
    + +
    +
    + +
    ...
    +import components.ai
    +import components.inventory
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    +from input_handlers import AreaRangedAttackHandler, SingleRangedAttackHandler
    +from input_handlers import (
    +    ActionOrHandler,
    +    AreaRangedAttackHandler,
    +    SingleRangedAttackHandler,
    +)
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +...
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +    def get_action(self, consumer: Actor) -> Optional[ActionOrHandler]:
    +        """Try to return the action for this item."""
    +        return actions.ItemAction(consumer, self.parent)
    +
    +    ...
    +
    +class ConfusionConsumable(Consumable):
    +    def __init__(self, number_of_turns: int):
    +        self.number_of_turns = number_of_turns
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +    def get_action(self, consumer: Actor) -> SingleRangedAttackHandler:
    +        self.engine.message_log.add_message(
    +            "Select a target location.", color.needs_target
    +        )
    +        self.engine.event_handler = SingleRangedAttackHandler(
    +        return SingleRangedAttackHandler(
    +            self.engine,
    +            callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    +        )
    +        return None
    +
    +    ...
    +
    +class FireballDamageConsumable(Consumable):
    +    def __init__(self, damage: int, radius: int):
    +        self.damage = damage
    +        self.radius = radius
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +    def get_action(self, consumer: Actor) -> AreaRangedAttackHandler:
    +        self.engine.message_log.add_message(
    +            "Select a target location.", color.needs_target
    +        )
    +        self.engine.event_handler = AreaRangedAttackHandler(
    +        return AreaRangedAttackHandler(
    +            self.engine,
    +            radius=self.radius,
    +            callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    +        )
    +        return None
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        ...
    + +
    + +
    + +

    We also need to make a small adjustmet to fighter.py:

    +
    + + + + +
    + +
    from typing import TYPE_CHECKING
    +
    +import color
    +from components.base_component import BaseComponent
    +-from input_handlers import GameOverEventHandler
    +from render_order import RenderOrder
    +
    +...
    +
    +        ...
    +        if self.engine.player is self.parent:
    +            death_message = "You died!"
    +            death_message_color = color.player_die
    +-           self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.parent.name} is dead!"
    +            death_message_color = color.enemy_die
    +        ...
    +
    + +
    +
    + +
    from typing import TYPE_CHECKING
    +
    +import color
    +from components.base_component import BaseComponent
    +from input_handlers import GameOverEventHandler
    +from render_order import RenderOrder
    +
    +...
    +
    +        ...
    +        if self.engine.player is self.parent:
    +            death_message = "You died!"
    +            death_message_color = color.player_die
    +            self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.parent.name} is dead!"
    +            death_message_color = color.enemy_die
    +        ...
    + +
    + +
    + +

    Since the logic associated with setting GameOverEventHandler is now handled in the EventHandler class, this line in fighter.py wasn’t needed anymore.

    +

    In order to make these changes work, we need to adjust the way that +the input handlers are… well, handled. What we’ll want to do is have the + handler exist on its own in main.py rather than be part of the Engine class.

    +

    Open up main.py and add make the following changes:

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import copy
    +import traceback
    +
    +import tcod
    +
    +import color
    +from engine import Engine
    +import entity_factories
    ++import exceptions
    ++import input_handlers
    +from procgen import generate_dungeon
    +
    +def main() -> None:
    +    ...
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +
    ++   handler: input_handlers.BaseEventHandler = input_handlers.MainGameEventHandler(engine)
    +
    +    with tcod.context.new_terminal(
    +        screen_width,
    +        screen_height,
    +        tileset=tileset,
    +        title="Yet Another Roguelike Tutorial",
    +        vsync=True,
    +    ) as context:
    +        root_console = tcod.Console(screen_width, screen_height, order="F")
    +-       while True:
    +-           root_console.clear()
    +-           engine.event_handler.on_render(console=root_console)
    +-           context.present(root_console)
    +
    +-           try:
    +-               for event in tcod.event.wait():
    +-                   context.convert_event(event)
    +-                   engine.event_handler.handle_events(event)
    +-           except Exception:  # Handle exceptions in game.
    +-               traceback.print_exc()  # Print error to stderr.
    +-               # Then print the error to the message log.
    +-               engine.message_log.add_message(traceback.format_exc(), color.error)
    ++       try:
    ++           while True:
    ++               root_console.clear()
    ++               handler.on_render(console=root_console)
    ++               context.present(root_console)
    +
    ++               try:
    ++                   for event in tcod.event.wait():
    ++                       context.convert_event(event)
    ++                       handler = handler.handle_events(event)
    ++               except Exception:  # Handle exceptions in game.
    ++                   traceback.print_exc()  # Print error to stderr.
    ++                   # Then print the error to the message log.
    ++                   if isinstance(handler, input_handlers.EventHandler):
    ++                       handler.engine.message_log.add_message(
    ++                           traceback.format_exc(), color.error
    ++                       )
    ++       except exceptions.QuitWithoutSaving:
    ++           raise
    ++       except SystemExit:  # Save and quit.
    ++           # TODO: Add the save function here
    ++           raise
    ++       except BaseException:  # Save on any other unexpected exception.
    ++           # TODO: Add the save function here
    ++           raise
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import copy
    +import traceback
    +
    +import tcod
    +
    +import color
    +from engine import Engine
    +import entity_factories
    +import exceptions
    +import input_handlers
    +from procgen import generate_dungeon
    +
    +def main() -> None:
    +    ...
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +
    +    handler: input_handlers.BaseEventHandler = input_handlers.MainGameEventHandler(engine)
    +
    +    with tcod.context.new_terminal(
    +        screen_width,
    +        screen_height,
    +        tileset=tileset,
    +        title="Yet Another Roguelike Tutorial",
    +        vsync=True,
    +    ) as context:
    +        root_console = tcod.Console(screen_width, screen_height, order="F")
    +        while True:
    +            root_console.clear()
    +            engine.event_handler.on_render(console=root_console)
    +            context.present(root_console)
    +
    +            try:
    +                for event in tcod.event.wait():
    +                    context.convert_event(event)
    +                    engine.event_handler.handle_events(event)
    +            except Exception:  # Handle exceptions in game.
    +                traceback.print_exc()  # Print error to stderr.
    +                # Then print the error to the message log.
    +                engine.message_log.add_message(traceback.format_exc(), color.error)
    +        try:
    +            while True:
    +                root_console.clear()
    +                handler.on_render(console=root_console)
    +                context.present(root_console)
    +
    +                try:
    +                    for event in tcod.event.wait():
    +                        context.convert_event(event)
    +                        handler = handler.handle_events(event)
    +                except Exception:  # Handle exceptions in game.
    +                    traceback.print_exc()  # Print error to stderr.
    +                    # Then print the error to the message log.
    +                    if isinstance(handler, input_handlers.EventHandler):
    +                        handler.engine.message_log.add_message(
    +                            traceback.format_exc(), color.error
    +                        )
    +        except exceptions.QuitWithoutSaving:
    +            raise
    +        except SystemExit:  # Save and quit.
    +            # TODO: Add the save function here
    +            raise
    +        except BaseException:  # Save on any other unexpected exception.
    +            # TODO: Add the save function here
    +            raise
    + +
    + +
    + +

    We’re now defining our handler in main.py rather than passing it to the Engine. The handler can change if a different handler is returned from handler.handle_events. + We’ve also added a few exception statements for the various exception +types. They all do the same thing at the moment, but soon, once we’ve +implemented our save function, the SystemExit and BaseException exceptions will save the game before exiting. QuitWithoutSaving will not, as this will be called when we don’t want to save the game.

    +

    If you run the project now, things should work the same as before.

    +

    Let’s clean up the Engine class by removing the event_handler attribute, as we don’t need it anymore:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from tcod.console import Console
    +from tcod.map import compute_fov
    +
    +import exceptions
    +-from input_handlers import MainGameEventHandler
    +from message_log import MessageLog
    +from render_functions import (
    +    render_bar,
    +    render_names_at_mouse_location,
    +)
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    +-   from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +-       self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.message_log = MessageLog()
    +        self.mouse_location = (0, 0)
    +        self.player = player
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from tcod.console import Console
    +from tcod.map import compute_fov
    +
    +import exceptions
    +from input_handlers import MainGameEventHandler
    +from message_log import MessageLog
    +from render_functions import (
    +    render_bar,
    +    render_names_at_mouse_location,
    +)
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    +    from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +        self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.message_log = MessageLog()
    +        self.mouse_location = (0, 0)
    +        self.player = player
    +        ...
    + +
    + +
    + +

    If you run the project again, nothing should change. The event_handler in Engine was not doing anything at this point.

    +

    Before we implement saving the game, we need to implement a main +menu, where the user can choose to start a new game or load an existing +one (or simply quit). It would also be handy to move all the logic of +setting up a new game into a function, as we won’t need to call it when +we eventually get to loading a game from a save file.

    +

    Create a new file, called setup_game.py, and put the following contents into it:

    +
    """Handle the loading and initialization of game sessions."""
    +from __future__ import annotations
    +
    +import copy
    +from typing import Optional
    +
    +import tcod
    +
    +import color
    +from engine import Engine
    +import entity_factories
    +import input_handlers
    +from procgen import generate_dungeon
    +
    +
    +# Load the background image and remove the alpha channel.
    +background_image = tcod.image.load("menu_background.png")[:, :, :3]
    +
    +
    +def new_game() -> Engine:
    +    """Return a brand new game session as an Engine instance."""
    +    map_width = 80
    +    map_height = 43
    +
    +    room_max_size = 10
    +    room_min_size = 6
    +    max_rooms = 30
    +
    +    max_monsters_per_room = 2
    +    max_items_per_room = 2
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +        engine=engine,
    +    )
    +    engine.update_fov()
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +    return engine
    +
    +
    +class MainMenu(input_handlers.BaseEventHandler):
    +    """Handle the main menu rendering and input."""
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        """Render the main menu on a background image."""
    +        console.draw_semigraphics(background_image, 0, 0)
    +
    +        console.print(
    +            console.width // 2,
    +            console.height // 2 - 4,
    +            "TOMBS OF THE ANCIENT KINGS",
    +            fg=color.menu_title,
    +            alignment=tcod.CENTER,
    +        )
    +        console.print(
    +            console.width // 2,
    +            console.height - 2,
    +            "By (Your name here)",
    +            fg=color.menu_title,
    +            alignment=tcod.CENTER,
    +        )
    +
    +        menu_width = 24
    +        for i, text in enumerate(
    +            ["[N] Play a new game", "[C] Continue last game", "[Q] Quit"]
    +        ):
    +            console.print(
    +                console.width // 2,
    +                console.height // 2 - 2 + i,
    +                text.ljust(menu_width),
    +                fg=color.menu_text,
    +                bg=color.black,
    +                alignment=tcod.CENTER,
    +                bg_blend=tcod.BKGND_ALPHA(64),
    +            )
    +
    +    def ev_keydown(
    +        self, event: tcod.event.KeyDown
    +    ) -> Optional[input_handlers.BaseEventHandler]:
    +        if event.sym in (tcod.event.K_q, tcod.event.K_ESCAPE):
    +            raise SystemExit()
    +        elif event.sym == tcod.event.K_c:
    +            # TODO: Load the game here
    +            pass
    +        elif event.sym == tcod.event.K_n:
    +            return input_handlers.MainGameEventHandler(new_game())
    +
    +        return None
    +

    Let’s break this code down a bit.

    +
    background_image = tcod.image.load("menu_background.png")[:, :, :3]
    +

    This line loads the image file we’ll + use for our background in the main menu. If you haven’t already, be +sure to download that file. You can find it here, or download it by right-clicking and saving it from here:

    +

    Main Menu Background Image

    +

    Save the file to your project directory and you should be good to go.

    +
    def new_game() -> Engine:
    +    """Return a brand new game session as an Engine instance."""
    +    map_width = 80
    +    map_height = 43
    +
    +    room_max_size = 10
    +    room_min_size = 6
    +    max_rooms = 30
    +
    +    max_monsters_per_room = 2
    +    max_items_per_room = 2
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +        engine=engine,
    +    )
    +    engine.update_fov()
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +    return engine
    +

    This should all look very familiar: it’s the same code we used to initialize our engine in main.py. We initialize the same things here, but return the Engine, so that main.py can make use of it. This will help reduce the amount of code in main.py while also making sure that we don’t waste time initializing the engine class if we’re loading from a saved file.

    +
    class MainMenu(input_handlers.BaseEventHandler):
    +    """Handle the main menu rendering and input."""
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        """Render the main menu on a background image."""
    +        console.draw_semigraphics(background_image, 0, 0)
    +
    +        console.print(
    +            console.width // 2,
    +            console.height // 2 - 4,
    +            "TOMBS OF THE ANCIENT KINGS",
    +            fg=color.menu_title,
    +            alignment=tcod.CENTER,
    +        )
    +        console.print(
    +            console.width // 2,
    +            console.height - 2,
    +            "By (Your name here)",
    +            fg=color.menu_title,
    +            alignment=tcod.CENTER,
    +        )
    +
    +        menu_width = 24
    +        for i, text in enumerate(
    +            ["[N] Play a new game", "[C] Continue last game", "[Q] Quit"]
    +        ):
    +            console.print(
    +                console.width // 2,
    +                console.height // 2 - 2 + i,
    +                text.ljust(menu_width),
    +                fg=color.menu_text,
    +                bg=color.black,
    +                alignment=tcod.CENTER,
    +                bg_blend=tcod.BKGND_ALPHA(64),
    +            )
    +
    +    def ev_keydown(
    +        self, event: tcod.event.KeyDown
    +    ) -> Optional[input_handlers.BaseEventHandler]:
    +        if event.sym in (tcod.event.K_q, tcod.event.K_ESCAPE):
    +            raise SystemExit()
    +        elif event.sym == tcod.event.K_c:
    +            # TODO: Load the game here
    +            pass
    +        elif event.sym == tcod.event.K_n:
    +            return input_handlers.MainGameEventHandler(new_game())
    +
    +        return None
    +

    It might seem strange to put an event handler here rather than in its normal spot (input_handlers.py), but this makes sense for two reasons:

    +
      +
    1. The main menu is specific to the start of the game.
    2. +
    3. It won’t be called during the normal course of the game, like the other input handlers in that file.
    4. +
    +

    Anyway, the class renders the image we specified earlier, and it displays a title, "TOMBS OF THE ANCIENT KINGS". Of course, you can change this to whatever name you have in mind for your game. It also includes a "By (Your name here)" section, so be sure to fill your name in and let everyone know who it was that worked so hard to make this game!

    +

    The menu also gives three choices: new game, continue last game, and quit. The ev_keydown method, as you might expect, handles these inputs.

    +
      +
    • If the player presses “Q”, the game just exits.
    • +
    • If the player presses “N”, a new game starts. We do this by returing the MainGameEventHandler, and calling the new_game function to create our new engine.
    • +
    • If the player presses “C”, theoretically, a saved game should load. +However, we haven’t gotten there yet, so as of now, nothing happens.
    • +
    +

    Let’s utilize our MainMenu function in main.py, like this:

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +-import copy
    +import traceback
    +
    +import tcod
    +
    +import color
    +-from engine import Engine
    +-import entity_factories
    +import exceptions
    +import input_handlers
    +-from procgen import generate_dungeon
    ++import setup_game
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +-   map_width = 80
    +-   map_height = 43
    +
    +-   room_max_size = 10
    +-   room_min_size = 6
    +-   max_rooms = 30
    +
    +-   max_monsters_per_room = 2
    +-   max_items_per_room = 2
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +-   player = copy.deepcopy(entity_factories.player)
    +
    +-   engine = Engine(player=player)
    +
    +-   engine.game_map = generate_dungeon(
    +-       max_rooms=max_rooms,
    +-       room_min_size=room_min_size,
    +-       room_max_size=room_max_size,
    +-       map_width=map_width,
    +-       map_height=map_height,
    +-       max_monsters_per_room=max_monsters_per_room,
    +-       max_items_per_room=max_items_per_room,
    +-       engine=engine,
    +-   )
    +-   engine.update_fov()
    +
    +-   engine.message_log.add_message(
    +-       "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +-   )
    +
    +-   handler: input_handlers.BaseEventHandler = input_handlers.MainGameEventHandler(engine)
    ++   handler: input_handlers.BaseEventHandler = setup_game.MainMenu()
    +
    +    with tcod.context.new_terminal(
    +        ...
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import copy
    +import traceback
    +
    +import tcod
    +
    +import color
    +from engine import Engine
    +import entity_factories
    +import exceptions
    +import input_handlers
    +from procgen import generate_dungeon
    +import setup_game
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +    map_width = 80
    +    map_height = 43
    +
    +    room_max_size = 10
    +    room_min_size = 6
    +    max_rooms = 30
    +
    +    max_monsters_per_room = 2
    +    max_items_per_room = 2
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +        engine=engine,
    +    )
    +    engine.update_fov()
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +
    +    handler: input_handlers.BaseEventHandler = input_handlers.MainGameEventHandler(engine)
    +    handler: input_handlers.BaseEventHandler = setup_game.MainMenu()
    +
    +    with tcod.context.new_terminal(
    +        ...
    + +
    + +
    + +

    We’re removing the code that dealt with setting up the engine, as that’s been moved into the new_game function. All we have to do here is set our handler to MainMenu, and the MainMenu class handles the rest from there.

    +

    Run the game now, and you should see the main menu!

    +

    Part 10 - Main Menu

    +

    *Note: If you run the project and get this error: Process finished with exit code 139 (interrupted by signal 11: SIGSEGV), it means you didn’t download the menu image file.

    +

    At last, we’ve come to the part where we’ll write the function that will save our game! This will be a method in Engine, and we’ll write it like this:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    ++import lzma
    ++import pickle
    +from typing import TYPE_CHECKING
    +...
    +
    +class Engine:
    +    ...
    +
    ++   def save_as(self, filename: str) -> None:
    ++       """Save this Engine instance as a compressed file."""
    ++       save_data = lzma.compress(pickle.dumps(self))
    ++       with open(filename, "wb") as f:
    ++           f.write(save_data)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import lzma
    +import pickle
    +from typing import TYPE_CHECKING
    +...
    +
    +class Engine:
    +    ...
    +
    +    def save_as(self, filename: str) -> None:
    +        """Save this Engine instance as a compressed file."""
    +        save_data = lzma.compress(pickle.dumps(self))
    +        with open(filename, "wb") as f:
    +            f.write(save_data)
    + +
    + +
    + +

    pickle.dumps serializes an object hierarchy in Python. lzma.compress compresses the data, so it takes up less space. We then use with open(filename, "wb") as f: to write the file (wb means “write in binary mode”), calling f.write(save_data) to write the data.

    +

    It might be hard to believe, but this is all we need to save our game! Because all of the things we need to save exist in the Engine class, we can pickle it, and we’re done!

    +

    Of course, it’s not quite that simple. We still need to call + this method, and handle a few edge cases, like when the user tries to +load a save file that doesn’t exist.

    +

    To save our game, we’ll call save_as from our main.py function. We’ll set up another function called save_game to call it, like this:

    +
    + + + + +
    + +
    ...
    +import color
    +import exceptions
    +import setup_game
    +import input_handlers
    +
    +
    ++def save_game(handler: input_handlers.BaseEventHandler, filename: str) -> None:
    ++   """If the current event handler has an active Engine then save it."""
    ++   if isinstance(handler, input_handlers.EventHandler):
    ++       handler.engine.save_as(filename)
    ++       print("Game saved.")
    +
    +
    +def main() -> None:
    +    ...
    +
    +        ...
    +        except exceptions.QuitWithoutSaving:
    +            raise
    +        except SystemExit:  # Save and quit.
    +-           # TODO: Add the save function here
    ++           save_game(handler, "savegame.sav")
    +            raise
    +        except BaseException:  # Save on any other unexpected exception.
    +-           # TODO: Add the save function here
    ++           save_game(handler, "savegame.sav")
    +            raise
    +
    +
    +if __name__ == "__main__":
    +    main()
    +
    + +
    +
    + +
    ...
    +import color
    +import exceptions
    +import setup_game
    +import input_handlers
    +
    +
    +def save_game(handler: input_handlers.BaseEventHandler, filename: str) -> None:
    +    """If the current event handler has an active Engine then save it."""
    +    if isinstance(handler, input_handlers.EventHandler):
    +        handler.engine.save_as(filename)
    +        print("Game saved.")
    +
    +
    +def main() -> None:
    +    ...
    +
    +        ...
    +        except exceptions.QuitWithoutSaving:
    +            raise
    +        except SystemExit:  # Save and quit.
    +            # TODO: Add the save function here
    +            save_game(handler, "savegame.sav")
    +            raise
    +        except BaseException:  # Save on any other unexpected exception.
    +            # TODO: Add the save function here
    +            save_game(handler, "savegame.sav")
    +            raise
    +
    +
    +if __name__ == "__main__":
    +    main()
    + +
    + +
    + +

    Now when you exit the game, you should see a new savegame.sav in your project directory.

    +

    One thing that would help to handle the case where the user tries to +load a saved file when one doesn’t exist would be a pop-up message. This + message will appear in the center of the screen, and disappear after +any key is pressed.

    +

    Add this class to input_handlers.py:

    +
    + + + + +
    + +
    class BaseEventHandler(tcod.event.EventDispatch[ActionOrHandler]):
    +    ...
    +
    +
    ++class PopupMessage(BaseEventHandler):
    ++   """Display a popup text window."""
    +
    ++   def __init__(self, parent_handler: BaseEventHandler, text: str):
    ++       self.parent = parent_handler
    ++       self.text = text
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       """Render the parent and dim the result, then print the message on top."""
    ++       self.parent.on_render(console)
    ++       console.tiles_rgb["fg"] //= 8
    ++       console.tiles_rgb["bg"] //= 8
    +
    ++       console.print(
    ++           console.width // 2,
    ++           console.height // 2,
    ++           self.text,
    ++           fg=color.white,
    ++           bg=color.black,
    ++           alignment=tcod.CENTER,
    ++       )
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[BaseEventHandler]:
    ++       """Any key returns to the parent handler."""
    ++       return self.parent
    +
    +
    +class EventHandler(BaseEventHandler):
    +    ...
    +
    + +
    +
    + +
    class BaseEventHandler(tcod.event.EventDispatch[ActionOrHandler]):
    +    ...
    +
    +
    +class PopupMessage(BaseEventHandler):
    +    """Display a popup text window."""
    +
    +    def __init__(self, parent_handler: BaseEventHandler, text: str):
    +        self.parent = parent_handler
    +        self.text = text
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        """Render the parent and dim the result, then print the message on top."""
    +        self.parent.on_render(console)
    +        console.tiles_rgb["fg"] //= 8
    +        console.tiles_rgb["bg"] //= 8
    +
    +        console.print(
    +            console.width // 2,
    +            console.height // 2,
    +            self.text,
    +            fg=color.white,
    +            bg=color.black,
    +            alignment=tcod.CENTER,
    +        )
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[BaseEventHandler]:
    +        """Any key returns to the parent handler."""
    +        return self.parent
    +
    +
    +class EventHandler(BaseEventHandler):
    +    ...
    + +
    + +
    + +

    This displays a message on top of the current display, whether it’s +the main menu or the main game. When the player presses a key (any key), + the message disappears.

    +

    Now let’s shift our focus to loading the game. We can add a load_game function in our setup_game.py file, which will attempt to load the game. We’ll call it when we press the “c” key on the main menu. Open up setup_game.py and edit it like this:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import copy
    ++import lzma
    ++import pickle
    ++import traceback
    +from typing import Optional
    +
    +import tcod
    +...
    +
    +
    +def new_game() -> Engine:
    +    ...
    +
    +
    ++def load_game(filename: str) -> Engine:
    ++   """Load an Engine instance from a file."""
    ++   with open(filename, "rb") as f:
    ++       engine = pickle.loads(lzma.decompress(f.read()))
    ++   assert isinstance(engine, Engine)
    ++   return engine
    +
    +
    +class MainMenu(input_handlers.BaseEventHandler):
    +    ...
    +
    +    def ev_keydown(
    +        self, event: tcod.event.KeyDown
    +    ) -> Optional[input_handlers.BaseEventHandler]:
    +        if event.sym in (tcod.event.K_q, tcod.event.K_ESCAPE):
    +            raise SystemExit()
    +        elif event.sym == tcod.event.K_c:
    +-           # TODO: Load the game here
    +-           pass
    ++           try:
    ++               return input_handlers.MainGameEventHandler(load_game("savegame.sav"))
    ++           except FileNotFoundError:
    ++               return input_handlers.PopupMessage(self, "No saved game to load.")
    ++           except Exception as exc:
    ++               traceback.print_exc()  # Print to stderr.
    ++               return input_handlers.PopupMessage(self, f"Failed to load save:\n{exc}")
    +        elif event.sym == tcod.event.K_n:
    +            return input_handlers.MainGameEventHandler(new_game())
    +
    +        return None
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +import lzma
    +import pickle
    +import traceback
    +from typing import Optional
    +
    +import tcod
    +...
    +
    +
    +def new_game() -> Engine:
    +    ...
    +
    +
    +def load_game(filename: str) -> Engine:
    +    """Load an Engine instance from a file."""
    +    with open(filename, "rb") as f:
    +        engine = pickle.loads(lzma.decompress(f.read()))
    +    assert isinstance(engine, Engine)
    +    return engine
    +
    +
    +class MainMenu(input_handlers.BaseEventHandler):
    +    ...
    +
    +    def ev_keydown(
    +        self, event: tcod.event.KeyDown
    +    ) -> Optional[input_handlers.BaseEventHandler]:
    +        if event.sym in (tcod.event.K_q, tcod.event.K_ESCAPE):
    +            raise SystemExit()
    +        elif event.sym == tcod.event.K_c:
    +            # TODO: Load the game here
    +            pass
    +            try:
    +                return input_handlers.MainGameEventHandler(load_game("savegame.sav"))
    +            except FileNotFoundError:
    +                return input_handlers.PopupMessage(self, "No saved game to load.")
    +            except Exception as exc:
    +                traceback.print_exc()  # Print to stderr.
    +                return input_handlers.PopupMessage(self, f"Failed to load save:\n{exc}")
    +        elif event.sym == tcod.event.K_n:
    +            return input_handlers.MainGameEventHandler(new_game())
    +
    +        return None
    + +
    + +
    + +

    load_game essentially works the opposite of save_as, by opening up the file, uncompressing and unpickling it, and returning the instance of the Engine class. It then passes that engine to MainGameEventHandler. If no save game exists, or an error occured, we display a popup message.

    +

    And with that change, we can load our game! Try exiting your game and loading it afterwards.

    +

    The implementation as it exists now does have one major issue though: + the player can load their save file after dying, and doing so actually +allows the player to take an extra turn! The player can’t continue the +game after that though, as our game immediately after detects that the +player is dead, and the game state reverts to a game over. Still, this +is an odd little bug that can be fixed quite simply: by deleting the +save game file after the player dies.

    +

    To do that, we can override the ev_quit method in GameOverEventHandler. Open up input_handlers.py and make the following fix:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    ++import os
    +
    +from typing import Callable, Optional, Tuple, TYPE_CHECKING, Union
    +...
    +
    +
    +class GameOverEventHandler(EventHandler):
    ++   def on_quit(self) -> None:
    ++       """Handle exiting out of a finished game."""
    ++       if os.path.exists("savegame.sav"):
    ++           os.remove("savegame.sav")  # Deletes the active save file.
    ++       raise exceptions.QuitWithoutSaving()  # Avoid saving a finished game.
    +
    ++   def ev_quit(self, event: tcod.event.Quit) -> None:
    ++       self.on_quit()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    +        if event.sym == tcod.event.K_ESCAPE:
    +-           raise SystemExit()
    ++           self.on_quit()
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import os
    +
    +from typing import Callable, Optional, Tuple, TYPE_CHECKING, Union
    +...
    +
    +
    +class GameOverEventHandler(EventHandler):
    +    def on_quit(self) -> None:
    +        """Handle exiting out of a finished game."""
    +        if os.path.exists("savegame.sav"):
    +            os.remove("savegame.sav")  # Deletes the active save file.
    +        raise exceptions.QuitWithoutSaving()  # Avoid saving a finished game.
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> None:
    +        self.on_quit()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    +        if event.sym == tcod.event.K_ESCAPE:
    +            raise SystemExit()
    +            self.on_quit()
    + +
    + +
    + +

    We use the os module to find the save file, and if it exists, we remove it. We then raise QuitWithoutSaving, + so that the game won’t be saved on exiting. Now when the player meets +his or her tragic end (it’s a roguelike, it’s inevitable!), the save +file will be deleted.

    +

    Last thing before we wrap up: We’re creating the .sav +files to represent our saved games, but we don’t want to include these +in our Git repository, since that should be reserved for just the code. +The fix for this is to add this to our .gitignore file:

    +
    + + + + +
    + +
    +# Saved games
    ++*.sav
    +
    + +
    +
    + +
    # Saved games
    +*.sav
    + +
    + +
    + +

    The rest of the .gitignore is omitted, as your .gitignore file +may look different from mine. It doesn’t matter where you add this in.

    +

    If you want to see the code so far in its entirety, click here.

    +

    Click here to move on to the next part of this tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
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    + + +
    + + + +
    + +
    +
    +
    +

    + + Part 11 - Delving into the Dungeon + +

    +
    + +

    Our game isn’t much of a “dungeon crawler” if there’s only one +floor to our dungeon. In this chapter, we’ll allow the player to go down + a level, and we’ll put a very basic leveling up system in place, to +make the dive all the more rewarding.

    +

    Before diving into the code for this section, let’s add the color +we’ll need this chapter, for when the player descends down a level in +the dungeon. Open up color.py and add this line:

    +
    + + + + +
    + +
    ...
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    +needs_target = (0x3F, 0xFF, 0xFF)
    +status_effect_applied = (0x3F, 0xFF, 0x3F)
    ++descend = (0x9F, 0x3F, 0xFF)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +...
    +
    + +
    +
    + +
    ...
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    +needs_target = (0x3F, 0xFF, 0xFF)
    +status_effect_applied = (0x3F, 0xFF, 0x3F)
    +descend = (0x9F, 0x3F, 0xFF)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +...
    + +
    + +
    + +

    We will use this color later on, when adding a message to the message log that the player went down one floor.

    +

    We’ll also need a new tile type to represent the downward stairs in the dungeon. Typically, roguelikes represent this with the > character, and we’ll do the same. Add the following to tile_types.py:

    +
    + + + + +
    + +
    ...
    +wall = new_tile(
    +    walkable=False,
    +    transparent=False,
    +    dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +    light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    +)
    ++down_stairs = new_tile(
    ++   walkable=True,
    ++   transparent=True,
    ++   dark=(ord(">"), (0, 0, 100), (50, 50, 150)),
    ++   light=(ord(">"), (255, 255, 255), (200, 180, 50)),
    ++)
    +
    + +
    +
    + +
    ...
    +wall = new_tile(
    +    walkable=False,
    +    transparent=False,
    +    dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +    light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    +)
    +down_stairs = new_tile(
    +    walkable=True,
    +    transparent=True,
    +    dark=(ord(">"), (0, 0, 100), (50, 50, 150)),
    +    light=(ord(">"), (255, 255, 255), (200, 180, 50)),
    +)
    + +
    + +
    + +

    To keep track of where our downwards stairs are located on the map, we can add a new variable in out __init__ function in the GameMap class. The variable needs some sort of default, so to start, we can set that up to be (0, 0) by default. Add the following line to game_map.py:

    +
    + + + + +
    + +
    class GameMap:
    +    def __init__(
    +        self, engine: Engine, width: int, height: int, entities: Iterable[Entity] = ()
    +    ):
    +        ...
    +        self.explored = np.full(
    +            (width, height), fill_value=False, order="F"
    +        )  # Tiles the player has seen before
    +
    ++       self.downstairs_location = (0, 0)
    +
    +    @property
    +    def gamemap(self) -> GameMap:
    +        ...
    +
    + +
    +
    + +
    class GameMap:
    +    def __init__(
    +        self, engine: Engine, width: int, height: int, entities: Iterable[Entity] = ()
    +    ):
    +        ...
    +        self.explored = np.full(
    +            (width, height), fill_value=False, order="F"
    +        )  # Tiles the player has seen before
    +
    +        self.downstairs_location = (0, 0)
    +
    +    @property
    +    def gamemap(self) -> GameMap:
    +        ...
    + +
    + +
    + +

    Of course, (0, 0) won’t be the actual location of the +stairs. In order to actually place the downwards stairs, we’ll need to +edit our procedural dungeon generator to place the stairs at the proper +place. We’ll keep things simple and just place the stairs in the last +room that our algorithm generates, by keeping track of the center +coordinates of the last room we created. Modify generate_dungeon function in procgen.py:

    +
    + + + + +
    + +
        ...
    +    rooms: List[RectangularRoom] = []
    +
    ++   center_of_last_room = (0, 0)
    +
    +    for r in range(max_rooms):
    +        ...
    +            ...
    +            for x, y in tunnel_between(rooms[-1].center, new_room.center):
    +                dungeon.tiles[x, y] = tile_types.floor
    +
    ++           center_of_last_room = new_room.center
    +
    +        place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
    +
    ++       dungeon.tiles[center_of_last_room] = tile_types.down_stairs
    ++       dungeon.downstairs_location = center_of_last_room
    +
    +        # Finally, append the new room to the list.
    +        rooms.append(new_room)
    +
    +    return dungeon
    +
    + +
    +
    + +
        ...
    +    rooms: List[RectangularRoom] = []
    +
    +    center_of_last_room = (0, 0)
    +
    +    for r in range(max_rooms):
    +        ...
    +            ...
    +            for x, y in tunnel_between(rooms[-1].center, new_room.center):
    +                dungeon.tiles[x, y] = tile_types.floor
    +
    +            center_of_last_room = new_room.center
    +
    +        place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
    +
    +        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
    +        dungeon.downstairs_location = center_of_last_room
    +
    +        # Finally, append the new room to the list.
    +        rooms.append(new_room)
    +
    +    return dungeon
    + +
    + +
    + +

    Whichever room is generated last, we take its center and set the downstairs_location equal to those coordinates. We also replace whatever tile type with the down_stairs, so the player can clearly see the location.

    +

    To hold the information about the maps, including the size, the room +variables (size and maximum number), along with the floor that the +player is currently on, we can add a class to hold these variables, as +well as generate new maps when the time comes. Open up game_map.py and add the following class:

    +
    + + + + +
    + +
    class GameMap:
    +    ...
    +
    +
    ++class GameWorld:
    ++   """
    ++   Holds the settings for the GameMap, and generates new maps when moving down the stairs.
    ++   """
    +
    ++   def __init__(
    ++       self,
    ++       *,
    ++       engine: Engine,
    ++       map_width: int,
    ++       map_height: int,
    ++       max_rooms: int,
    ++       room_min_size: int,
    ++       room_max_size: int,
    ++       max_monsters_per_room: int,
    ++       max_items_per_room: int,
    ++       current_floor: int = 0
    ++   ):
    ++       self.engine = engine
    +
    ++       self.map_width = map_width
    ++       self.map_height = map_height
    +
    ++       self.max_rooms = max_rooms
    +
    ++       self.room_min_size = room_min_size
    ++       self.room_max_size = room_max_size
    +
    ++       self.max_monsters_per_room = max_monsters_per_room
    ++       self.max_items_per_room = max_items_per_room
    +
    ++       self.current_floor = current_floor
    +
    ++   def generate_floor(self) -> None:
    ++       from procgen import generate_dungeon
    +
    ++       self.current_floor += 1
    +
    ++       self.engine.game_map = generate_dungeon(
    ++           max_rooms=self.max_rooms,
    ++           room_min_size=self.room_min_size,
    ++           room_max_size=self.room_max_size,
    ++           map_width=self.map_width,
    ++           map_height=self.map_height,
    ++           max_monsters_per_room=self.max_monsters_per_room,
    ++           max_items_per_room=self.max_items_per_room,
    ++           engine=self.engine,
    ++       )
    +
    + +
    +
    + +
    class GameMap:
    +    ...
    +
    +
    +class GameWorld:
    +    """
    +    Holds the settings for the GameMap, and generates new maps when moving down the stairs.
    +    """
    +
    +    def __init__(
    +        self,
    +        *,
    +        engine: Engine,
    +        map_width: int,
    +        map_height: int,
    +        max_rooms: int,
    +        room_min_size: int,
    +        room_max_size: int,
    +        max_monsters_per_room: int,
    +        max_items_per_room: int,
    +        current_floor: int = 0
    +    ):
    +        self.engine = engine
    +
    +        self.map_width = map_width
    +        self.map_height = map_height
    +
    +        self.max_rooms = max_rooms
    +
    +        self.room_min_size = room_min_size
    +        self.room_max_size = room_max_size
    +
    +        self.max_monsters_per_room = max_monsters_per_room
    +        self.max_items_per_room = max_items_per_room
    +
    +        self.current_floor = current_floor
    +
    +    def generate_floor(self) -> None:
    +        from procgen import generate_dungeon
    +
    +        self.current_floor += 1
    +
    +        self.engine.game_map = generate_dungeon(
    +            max_rooms=self.max_rooms,
    +            room_min_size=self.room_min_size,
    +            room_max_size=self.room_max_size,
    +            map_width=self.map_width,
    +            map_height=self.map_height,
    +            max_monsters_per_room=self.max_monsters_per_room,
    +            max_items_per_room=self.max_items_per_room,
    +            engine=self.engine,
    +        )
    + +
    + +
    + +

    The generate_floor method will create the new maps each time we go down a floor, using the variables that GameWorld + stores. In this tutorial, we won’t program in the ability to go back up + a floor after going down one, but you could perhaps modify GameWorld to hold the previous maps.

    +

    In order to utilize the new GameWorld class, we’ll need to add it to the Engine, like this:

    +
    + + + + +
    + +
    ...
    +if TYPE_CHECKING:
    +    from entity import Actor
    +-   from game_map import GameMap
    ++   from game_map import GameMap, GameWorld
    +
    +
    +class Engine:
    +    game_map: GameMap
    ++   game_world: GameWorld
    +
    +    def __init__(self, player: Actor):
    +        ...
    +
    + +
    +
    + +
    ...
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    +    from game_map import GameMap, GameWorld
    +
    +
    +class Engine:
    +    game_map: GameMap
    +    game_world: GameWorld
    +
    +    def __init__(self, player: Actor):
    +        ...
    + +
    + +
    + +

    Pretty simple. To utilize the new game_world class attribute, edit setup_game.py like this:

    +
    + + + + +
    + +
    import tcod
    +import color
    +from engine import Engine
    +import entity_factories
    ++from game_map import GameWorld
    +import input_handlers
    +-from procgen import generate_dungeon
    +...
    +
    +    ...
    +    engine = Engine(player=player)
    +
    +-   engine.game_map = generate_dungeon(
    ++   engine.game_world = GameWorld(
    ++       engine=engine,
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +-       engine=engine,
    +    )
    +
    ++   engine.game_world.generate_floor()
    +    engine.update_fov()
    +    ...
    +
    + +
    +
    + +
    import tcod
    +import color
    +from engine import Engine
    +import entity_factories
    +from game_map import GameWorld
    +import input_handlers
    +from procgen import generate_dungeon
    +...
    +
    +    ...
    +    engine = Engine(player=player)
    +
    +    engine.game_map = generate_dungeon(
    +    engine.game_world = GameWorld(
    +        engine=engine,
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +        engine=engine,
    +    )
    +
    +    engine.game_world.generate_floor()
    +    engine.update_fov()
    +    ...
    + +
    + +
    + +

    Now, instead of calling generate_dungeon directly, we create a new GameWorld and allow it to call its generate_floor + method. While this doesn’t change anything for the first floor that’s +created, it will allow us to more easily create new floors on the fly.

    +

    In order to actually take the stairs, we’ll need to add an action and + a way for the player to trigger it. Adding the action is pretty simple. + Add the following to actions.py:

    +
    + + + + +
    + +
    class WaitAction(Action):
    +    pass
    +
    +
    ++class TakeStairsAction(Action):
    ++   def perform(self) -> None:
    ++       """
    ++       Take the stairs, if any exist at the entity's location.
    ++       """
    ++       if (self.entity.x, self.entity.y) == self.engine.game_map.downstairs_location:
    ++           self.engine.game_world.generate_floor()
    ++           self.engine.message_log.add_message(
    ++               "You descend the staircase.", color.descend
    ++           )
    ++       else:
    ++           raise exceptions.Impossible("There are no stairs here.")
    +
    +
    +class ActionWithDirection(Action):
    +    def __init__(self, entity: Actor, dx: int, dy: int):
    +        super().__init__(entity)
    +
    + +
    +
    + +
    class WaitAction(Action):
    +    pass
    +
    +
    +class TakeStairsAction(Action):
    +    def perform(self) -> None:
    +        """
    +        Take the stairs, if any exist at the entity's location.
    +        """
    +        if (self.entity.x, self.entity.y) == self.engine.game_map.downstairs_location:
    +            self.engine.game_world.generate_floor()
    +            self.engine.message_log.add_message(
    +                "You descend the staircase.", color.descend
    +            )
    +        else:
    +            raise exceptions.Impossible("There are no stairs here.")
    +
    +
    +class ActionWithDirection(Action):
    +    def __init__(self, entity: Actor, dx: int, dy: int):
    +        super().__init__(entity)
    + +
    + +
    + +

    To call this action, the player should be able to press the > key. This can be accomplished by adding this to input_handlers.py:

    +
    + + + + +
    + +
    class MainGameEventHandler(EventHandler):
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    ++       modifier = event.mod
    +
    +        player = self.engine.player
    +
    ++       if key == tcod.event.K_PERIOD and modifier & (
    ++           tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT
    ++       ):
    ++           return actions.TakeStairsAction(player)
    +
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    +
    + +
    +
    + +
    class MainGameEventHandler(EventHandler):
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +        modifier = event.mod
    +
    +        player = self.engine.player
    +
    +        if key == tcod.event.K_PERIOD and modifier & (
    +            tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT
    +        ):
    +            return actions.TakeStairsAction(player)
    +
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    + +
    + +
    + +

    modifier tells us if the player is holding a key like +control, alt, or shift. In this case, we’re checking if the user is +holding shift while pressing the period key, which gives us the “>” +key.

    +

    With that, the player can now descend the staircase to the next floor of the dungeon!

    +

    Part 11 - Stairs +Part 11 - Stairs Taken

    +

    One little touch we can add before moving on to the next section is +adding a way to see which floor the player is on. It’s simple enough: +We’ll use the current_floor in GameWorld to know which floor we’re on, and we’ll modify our render_functions.py file to add a method to print this information out to the UI.

    +

    Add this function to render_functions.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +-from typing import TYPE_CHECKING
    ++from typing import Tuple, TYPE_CHECKING
    +
    +import color
    +...
    +
    +...
    +def render_bar(
    +    console: Console, current_value: int, maximum_value: int, total_width: int
    +) -> None:
    +    ...
    +
    +
    ++def render_dungeon_level(
    ++   console: Console, dungeon_level: int, location: Tuple[int, int]
    ++) -> None:
    ++   """
    ++   Render the level the player is currently on, at the given location.
    ++   """
    ++   x, y = location
    +
    ++   console.print(x=x, y=y, string=f"Dungeon level: {dungeon_level}")
    +
    +
    +def render_names_at_mouse_location(
    +    console: Console, x: int, y: int, engine: Engine
    +) -> None:
    +    ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +from typing import Tuple, TYPE_CHECKING
    +
    +import color
    +...
    +
    +...
    +def render_bar(
    +    console: Console, current_value: int, maximum_value: int, total_width: int
    +) -> None:
    +    ...
    +
    +
    +def render_dungeon_level(
    +    console: Console, dungeon_level: int, location: Tuple[int, int]
    +) -> None:
    +    """
    +    Render the level the player is currently on, at the given location.
    +    """
    +    x, y = location
    +
    +    console.print(x=x, y=y, string=f"Dungeon level: {dungeon_level}")
    +
    +
    +def render_names_at_mouse_location(
    +    console: Console, x: int, y: int, engine: Engine
    +) -> None:
    +    ...
    + +
    + +
    + +

    The render_dungeon_level function is fairly straightforward: Given a set of (x, y) coordinates as a Tuple, it prints to the console which dungeon level was passed to the function.

    +

    To call this function, we can edit the Engine’s render function, like so:

    +
    + + + + +
    + +
    ...
    +import exceptions
    +from message_log import MessageLog
    +-from render_functions import (
    +-   render_bar,
    +-   render_names_at_mouse_location,
    +-)
    ++import render_functions
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +
    +class Engine:
    +    ...
    +
    +    def render(self, console: Console) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +-       render_bar(
    ++       render_functions.render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +
    +-       render_names_at_mouse_location(console=console, x=21, y=44, engine=self)
    ++       render_functions.render_dungeon_level(
    ++           console=console,
    ++           dungeon_level=self.game_world.current_floor,
    ++           location=(0, 47),
    ++       )
    +
    ++       render_functions.render_names_at_mouse_location(
    ++           console=console, x=21, y=44, engine=self
    ++       )
    +
    +    def save_as(self, filename: str) -> None:
    +        ...
    +
    + +
    +
    + +
    ...
    +import exceptions
    +from message_log import MessageLog
    +from render_functions import (
    +    render_bar,
    +    render_names_at_mouse_location,
    +)
    +import render_functions
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +
    +class Engine:
    +    ...
    +
    +    def render(self, console: Console) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +        render_functions.render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +
    +        render_names_at_mouse_location(console=console, x=21, y=44, engine=self)
    +        render_functions.render_dungeon_level(
    +            console=console,
    +            dungeon_level=self.game_world.current_floor,
    +            location=(0, 47),
    +        )
    +
    +        render_functions.render_names_at_mouse_location(
    +            console=console, x=21, y=44, engine=self
    +        )
    +
    +    def save_as(self, filename: str) -> None:
    +        ...
    + +
    + +
    + +

    Note that we’re now importing render_functions instead +of importing the functions it contains. After awhile, it makes sense to +just import the entire module rather than a few functions here and +there. Otherwise, the file can get a bit difficult to read.

    +

    The call to render_dungeon_level shouldn’t be anything too surprising. We use self.game_world.current_floor as our dungeon_level, and the location of the printed string is below the health bar (feel free to move this somewhere else, if you like).

    +

    Try going down a few levels and make sure everything works as +expected. If so, congratulations! Your dungeon now has multiple levels!

    +

    Part 11 - Dungeon Level

    +

    Speaking of “levels”, many roguelikes (not all!) feature some sort of + level-up system, where your character gains experience and gets +stronger by fighting monsters. The rest of this chapter will be spent +implementing one such system.

    +

    In order to allow the rogue to level up, we need to modify the actors in two ways:

    +
      +
    1. The player needs to gain experience points, keeping track of the XP gained thus far, and know when it’s time to level up.
    2. +
    3. The enemies need to give experience points when they are defeated.
    4. +
    +

    There are several calculations we could use to compute how much XP a +player needs to level up (or, theoretically, you could just hard code +the values). Ours will be fairly simple: We’ll start with a base number, + and add the product of our player’s current level and some other +number, which will make it so each level up requires more XP than the +last. For this tutorial, the “base” will be 200, and the “factor” will +be 150 (so going to level 2 will take 350 XP, level 3 will take 500, and + so on).

    +

    We can accomplish both of these goals by adding one component: Level. The Level component will hold all of the information that we need to accomplish these goals. Create a file called level.py in the components directory, and put the following contents in it:

    +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class Level(BaseComponent):
    +    parent: Actor
    +
    +    def __init__(
    +        self,
    +        current_level: int = 1,
    +        current_xp: int = 0,
    +        level_up_base: int = 0,
    +        level_up_factor: int = 150,
    +        xp_given: int = 0,
    +    ):
    +        self.current_level = current_level
    +        self.current_xp = current_xp
    +        self.level_up_base = level_up_base
    +        self.level_up_factor = level_up_factor
    +        self.xp_given = xp_given
    +
    +    @property
    +    def experience_to_next_level(self) -> int:
    +        return self.level_up_base + self.current_level * self.level_up_factor
    +
    +    @property
    +    def requires_level_up(self) -> bool:
    +        return self.current_xp > self.experience_to_next_level
    +
    +    def add_xp(self, xp: int) -> None:
    +        if xp == 0 or self.level_up_base == 0:
    +            return
    +
    +        self.current_xp += xp
    +
    +        self.engine.message_log.add_message(f"You gain {xp} experience points.")
    +
    +        if self.requires_level_up:
    +            self.engine.message_log.add_message(
    +                f"You advance to level {self.current_level + 1}!"
    +            )
    +
    +    def increase_level(self) -> None:
    +        self.current_xp -= self.experience_to_next_level
    +
    +        self.current_level += 1
    +
    +    def increase_max_hp(self, amount: int = 20) -> None:
    +        self.parent.fighter.max_hp += amount
    +        self.parent.fighter.hp += amount
    +
    +        self.engine.message_log.add_message("Your health improves!")
    +
    +        self.increase_level()
    +
    +    def increase_power(self, amount: int = 1) -> None:
    +        self.parent.fighter.power += amount
    +
    +        self.engine.message_log.add_message("You feel stronger!")
    +
    +        self.increase_level()
    +
    +    def increase_defense(self, amount: int = 1) -> None:
    +        self.parent.fighter.defense += amount
    +
    +        self.engine.message_log.add_message("Your movements are getting swifter!")
    +
    +        self.increase_level()
    +

    Let’s go over what was just added.

    +
    class Level(BaseComponent):
    +    parent: Actor
    +
    +    def __init__(
    +        self,
    +        current_level: int = 1,
    +        current_xp: int = 0,
    +        level_up_base: int = 0,
    +        level_up_factor: int = 150,
    +        xp_given: int = 0,
    +    ):
    +        self.current_level = current_level
    +        self.current_xp = current_xp
    +        self.level_up_base = level_up_base
    +        self.level_up_factor = level_up_factor
    +        self.xp_given = xp_given
    +

    The values in our __init__ function break down like this:

    +
      +
    • current_level: The current level of the Entity, defaults to 1.
    • +
    • current_xp: The Entity’s current experience points.
    • +
    • level_up_base: The base number we decide for leveling up. We’ll set this to 200 when creating the Player.
    • +
    • level_up_factor: The number to multiply against the Entity’s current level.
    • +
    • xp_given: When the Entity dies, this is how much XP the Player will gain.
    • +
    +
        @property
    +    def experience_to_next_level(self) -> int:
    +        return self.level_up_base + self.current_level * self.level_up_factor
    +

    This represents how much experience +the player needs until hitting the next level. The formula is explained +above. Again, feel free to tweak this formula in any way you see fit.

    +
        @property
    +    def requires_level_up(self) -> bool:
    +        return self.current_xp > self.experience_to_next_level
    +

    We’ll use this property to determine if the player needs to level up or not. If the current_xp is higher than the experience_to_next_level property, then the player levels up. If not, nothing happens.

    +
        def add_xp(self, xp: int) -> None:
    +        if xp == 0 or self.level_up_base == 0:
    +            return
    +
    +        self.current_xp += xp
    +
    +        self.engine.message_log.add_message(f"You gain {xp} experience points.")
    +
    +        if self.requires_level_up:
    +            self.engine.message_log.add_message(
    +                f"You advance to level {self.current_level + 1}!"
    +            )
    +

    This method adds experience points +to the Entity’s XP pool, as the name implies. If the value is 0, we just + return, as there’s nothing to do. Notice that we also return if the level_up_base is set to 0. Why? In this tutorial, the enemies don’t gain XP, so we’ll set their level_up_base to 0 so that there’s no way they could ever gain experience. Perhaps in your game, monsters will gain XP, and you’ll want to adjust this, but that’s left up to you.

    +

    The rest of the method adds the xp, adds a message to the message log, and, if the Entity levels up, posts another message.

    +
        def increase_level(self) -> None:
    +        self.current_xp -= self.experience_to_next_level
    +
    +        self.current_level += 1
    +

    This method adds +1 to the current_level, while decreasing the current_xp by the experience_to_next_level. We do this because if we didn’t it would always just take the level_up_factor amount to level up, which isn’t what we want. If you wanted to keep track of the player’s cumulative XP throughout the playthrough, you could skip decrementing the current_xp and instead adjust the experience_to_next_level formula accordingly.

    +

    Lastly, the functions increase_max_hp, increase_power, and increase_defense all do basically the same thing: they raise one of the Entity’s attributes, add a message to the message log, then call increase_level.

    +

    To use this component, we need to add it to our Actor class. Make the following changes to the file entity.py:

    +
    + + + + +
    + +
    if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    ++   from components.level import Level
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +...
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter,
    +        inventory: Inventory,
    ++       level: Level,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +        self.fighter.parent = self
    +
    +        self.inventory = inventory
    +        self.inventory.parent = self
    +
    ++       self.level = level
    ++       self.level.parent = self
    +
    +    @property
    +    def is_alive(self) -> bool:
    +        ...
    +
    + +
    +
    + +
    if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    +    from components.level import Level
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +...
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter,
    +        inventory: Inventory,
    +        level: Level,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +        self.fighter.parent = self
    +
    +        self.inventory = inventory
    +        self.inventory.parent = self
    +
    +        self.level = level
    +        self.level.parent = self
    +
    +    @property
    +    def is_alive(self) -> bool:
    +        ...
    + +
    + +
    + +

    Let’s also modify our entities in entity_factories.py now:

    +
    + + + + +
    + +
    from components.ai import HostileEnemy
    +from components import consumable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    ++from components.level import Level
    +from entity import Actor, Item
    +
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +    inventory=Inventory(capacity=26),
    ++   level=Level(level_up_base=200),
    +)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +    inventory=Inventory(capacity=0),
    ++   level=Level(xp_given=35),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +    inventory=Inventory(capacity=0),
    ++   level=Level(xp_given=100),
    +)
    +...
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components import consumable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from components.level import Level
    +from entity import Actor, Item
    +
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +    inventory=Inventory(capacity=26),
    +    level=Level(level_up_base=200),
    +)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=35),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=100),
    +)
    +...
    + +
    + +
    + +

    As mentioned, the level_up_base for the player is set to + 200. Orcs give 35 XP, and Trolls give 100, since they’re stronger. +These values are completely arbitrary, so feel free to adjust them in +any way you see fit.

    +

    When an enemy dies, we need to give the player XP. This is as simple as adding one line to the Fighter component, so open up fighter.py and add this:

    +
    + + + + +
    + +
    class Fighter(BaseComponent):
    +    def die(self) -> None:
    +        ...
    +
    +        self.engine.message_log.add_message(death_message, death_message_color)
    +
    ++       self.engine.player.level.add_xp(self.parent.level.xp_given)
    +
    +    def heal(self, amount: int) -> int:
    +        ...
    +
    + +
    +
    + +
    class Fighter(BaseComponent):
    +    def die(self) -> None:
    +        ...
    +
    +        self.engine.message_log.add_message(death_message, death_message_color)
    +
    +        self.engine.player.level.add_xp(self.parent.level.xp_given)
    +
    +    def heal(self, amount: int) -> int:
    +        ...
    + +
    + +
    + +

    Now the player will gain XP for defeating enemies!

    +

    While the player does gain XP now, notice that we haven’t actually called + the functions that increase the player’s stats and levels the player +up. We’ll need a new interface to do this. The way it will work is that +as soon as the player gets enough experience to level up, we’ll display a + message to the player, giving the player three choices on what stat to +increase. When chosen, the appropriate function will be called, and the +message will close.

    +

    Let’s create a new event handler, called LevelUpEventHandler, that will do just that. Create the following class in input_handlers.py:

    +
    + + + + +
    + +
    class AskUserEventHandler(EventHandler):
    +    ...
    +
    ++class LevelUpEventHandler(AskUserEventHandler):
    ++   TITLE = "Level Up"
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       super().on_render(console)
    +
    ++       if self.engine.player.x <= 30:
    ++           x = 40
    ++       else:
    ++           x = 0
    +
    ++       console.draw_frame(
    ++           x=x,
    ++           y=0,
    ++           width=35,
    ++           height=8,
    ++           title=self.TITLE,
    ++           clear=True,
    ++           fg=(255, 255, 255),
    ++           bg=(0, 0, 0),
    ++       )
    +
    ++       console.print(x=x + 1, y=1, string="Congratulations! You level up!")
    ++       console.print(x=x + 1, y=2, string="Select an attribute to increase.")
    +
    ++       console.print(
    ++           x=x + 1,
    ++           y=4,
    ++           string=f"a) Constitution (+20 HP, from {self.engine.player.fighter.max_hp})",
    ++       )
    ++       console.print(
    ++           x=x + 1,
    ++           y=5,
    ++           string=f"b) Strength (+1 attack, from {self.engine.player.fighter.power})",
    ++       )
    ++       console.print(
    ++           x=x + 1,
    ++           y=6,
    ++           string=f"c) Agility (+1 defense, from {self.engine.player.fighter.defense})",
    ++       )
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    ++       player = self.engine.player
    ++       key = event.sym
    ++       index = key - tcod.event.K_a
    +
    ++       if 0 <= index <= 2:
    ++           if index == 0:
    ++               player.level.increase_max_hp()
    ++           elif index == 1:
    ++               player.level.increase_power()
    ++           else:
    ++               player.level.increase_defense()
    ++       else:
    ++           self.engine.message_log.add_message("Invalid entry.", color.invalid)
    +
    ++           return None
    +
    ++       return super().ev_keydown(event)
    +
    ++   def ev_mousebuttondown(
    ++       self, event: tcod.event.MouseButtonDown
    ++   ) -> Optional[ActionOrHandler]:
    ++       """
    ++       Don't allow the player to click to exit the menu, like normal.
    ++       """
    ++       return None
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    ...
    +
    + +
    +
    + +
    class AskUserEventHandler(EventHandler):
    +    ...
    +
    +class LevelUpEventHandler(AskUserEventHandler):
    +    TITLE = "Level Up"
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        super().on_render(console)
    +
    +        if self.engine.player.x <= 30:
    +            x = 40
    +        else:
    +            x = 0
    +
    +        console.draw_frame(
    +            x=x,
    +            y=0,
    +            width=35,
    +            height=8,
    +            title=self.TITLE,
    +            clear=True,
    +            fg=(255, 255, 255),
    +            bg=(0, 0, 0),
    +        )
    +
    +        console.print(x=x + 1, y=1, string="Congratulations! You level up!")
    +        console.print(x=x + 1, y=2, string="Select an attribute to increase.")
    +
    +        console.print(
    +            x=x + 1,
    +            y=4,
    +            string=f"a) Constitution (+20 HP, from {self.engine.player.fighter.max_hp})",
    +        )
    +        console.print(
    +            x=x + 1,
    +            y=5,
    +            string=f"b) Strength (+1 attack, from {self.engine.player.fighter.power})",
    +        )
    +        console.print(
    +            x=x + 1,
    +            y=6,
    +            string=f"c) Agility (+1 defense, from {self.engine.player.fighter.defense})",
    +        )
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
    +        player = self.engine.player
    +        key = event.sym
    +        index = key - tcod.event.K_a
    +
    +        if 0 <= index <= 2:
    +            if index == 0:
    +                player.level.increase_max_hp()
    +            elif index == 1:
    +                player.level.increase_power()
    +            else:
    +                player.level.increase_defense()
    +        else:
    +            self.engine.message_log.add_message("Invalid entry.", color.invalid)
    +
    +            return None
    +
    +        return super().ev_keydown(event)
    +
    +    def ev_mousebuttondown(
    +        self, event: tcod.event.MouseButtonDown
    +    ) -> Optional[ActionOrHandler]:
    +        """
    +        Don't allow the player to click to exit the menu, like normal.
    +        """
    +        return None
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    ...
    + +
    + +
    + +

    The idea here is very similar to InventoryEventHandler (it inherits from the same AskUserEventHandler + class), but instead of having a variable number of options, it’s set to + three, one for each of the primary attributes. Furthermore, there’s no +way to exit this menu without selecting something. The user must level up before continuing. (Notice, we had to override ev_mousebutton to prevent clicks from closing the menu.)

    +

    Using LevelUpEventHandler is actually quite simple: We +can check when the player requires a level up at the same time when we +check if the player is still alive. Edit the handle_events method of EventHandler like this:

    +
    + + + + +
    + +
                if not self.engine.player.is_alive:
    +                # The player was killed sometime during or after the action.
    +                return GameOverEventHandler(self.engine)
    ++           elif self.engine.player.level.requires_level_up:
    ++               return LevelUpEventHandler(self.engine)
    +            return MainGameEventHandler(self.engine)  # Return to the main handler.
    +
    + +
    +
    + +
                if not self.engine.player.is_alive:
    +                # The player was killed sometime during or after the action.
    +                return GameOverEventHandler(self.engine)
    +            elif self.engine.player.level.requires_level_up:
    +                return LevelUpEventHandler(self.engine)
    +            return MainGameEventHandler(self.engine)  # Return to the main handler.
    + +
    + +
    + +

    Now, when the player gains the necessary number of experience points, the player will have the chance to level up!

    +

    Part 11 - Level Up

    +

    Before finishing this chapter, there’s one last quick thing we can do + to improve the user experience: Add a “character information” screen, +which displays the player’s stats and current experience. It’s actually +quite simple. Add the following class to input_handlers.py:

    +
    + + + + +
    + +
    class AskUserEventHandler(EventHandler):
    +    ...
    +
    ++class CharacterScreenEventHandler(AskUserEventHandler):
    ++   TITLE = "Character Information"
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       super().on_render(console)
    +
    ++       if self.engine.player.x <= 30:
    ++           x = 40
    ++       else:
    ++           x = 0
    +
    ++       y = 0
    +
    ++       width = len(self.TITLE) + 4
    +
    ++       console.draw_frame(
    ++           x=x,
    ++           y=y,
    ++           width=width,
    ++           height=7,
    ++           title=self.TITLE,
    ++           clear=True,
    ++           fg=(255, 255, 255),
    ++           bg=(0, 0, 0),
    ++       )
    +
    ++       console.print(
    ++           x=x + 1, y=y + 1, string=f"Level: {self.engine.player.level.current_level}"
    ++       )
    ++       console.print(
    ++           x=x + 1, y=y + 2, string=f"XP: {self.engine.player.level.current_xp}"
    ++       )
    ++       console.print(
    ++           x=x + 1,
    ++           y=y + 3,
    ++           string=f"XP for next Level: {self.engine.player.level.experience_to_next_level}",
    ++       )
    +
    ++       console.print(
    ++           x=x + 1, y=y + 4, string=f"Attack: {self.engine.player.fighter.power}"
    ++       )
    ++       console.print(
    ++           x=x + 1, y=y + 5, string=f"Defense: {self.engine.player.fighter.defense}"
    ++       )
    +
    +class LevelUpEventHandler(AskUserEventHandler):
    +    ...
    +
    + +
    +
    + +
    class AskUserEventHandler(EventHandler):
    +    ...
    +
    +class CharacterScreenEventHandler(AskUserEventHandler):
    +    TITLE = "Character Information"
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        super().on_render(console)
    +
    +        if self.engine.player.x <= 30:
    +            x = 40
    +        else:
    +            x = 0
    +
    +        y = 0
    +
    +        width = len(self.TITLE) + 4
    +
    +        console.draw_frame(
    +            x=x,
    +            y=y,
    +            width=width,
    +            height=7,
    +            title=self.TITLE,
    +            clear=True,
    +            fg=(255, 255, 255),
    +            bg=(0, 0, 0),
    +        )
    +
    +        console.print(
    +            x=x + 1, y=y + 1, string=f"Level: {self.engine.player.level.current_level}"
    +        )
    +        console.print(
    +            x=x + 1, y=y + 2, string=f"XP: {self.engine.player.level.current_xp}"
    +        )
    +        console.print(
    +            x=x + 1,
    +            y=y + 3,
    +            string=f"XP for next Level: {self.engine.player.level.experience_to_next_level}",
    +        )
    +
    +        console.print(
    +            x=x + 1, y=y + 4, string=f"Attack: {self.engine.player.fighter.power}"
    +        )
    +        console.print(
    +            x=x + 1, y=y + 5, string=f"Defense: {self.engine.player.fighter.defense}"
    +        )
    +
    +class LevelUpEventHandler(AskUserEventHandler):
    +    ...
    + +
    + +
    + +

    Similar to LevelUpEventHandler, CharacterScreenEventHandler shows information in a window, but there’s no real “choices” to be made here. Any input will simply close the screen.

    +

    To open the screen, we’ll have the player press the c key. Add the following to MainGameEventHandler:

    +
    + + + + +
    + +
            elif key == tcod.event.K_d:
    +            return InventoryDropHandler(self.engine)
    ++       elif key == tcod.event.K_c:
    ++           return CharacterScreenEventHandler(self.engine)
    +        elif key == tcod.event.K_SLASH:
    +            return LookHandler(self.engine)
    +
    + +
    +
    + +
            elif key == tcod.event.K_d:
    +            return InventoryDropHandler(self.engine)
    +        elif key == tcod.event.K_c:
    +            return CharacterScreenEventHandler(self.engine)
    +        elif key == tcod.event.K_SLASH:
    +            return LookHandler(self.engine)
    + +
    + +
    + +

    Part 11 - Character Screen

    +

    That’s it for this chapter. We’ve added the ability to go down +floors, and to level up. While the player can now “progress”, the +environment itself doesn’t. The items that spawn on each floor are +always the same, and the enemies don’t get tougher as we go down floors. + The next part will address that.

    +

    If you want to see the code so far in its entirety, click here.

    +

    Click here to move on to the next part of this tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 11 - Delving into the Dungeon · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 11 - Delving into the Dungeon · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 11 - Delving into the Dungeon · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark h6{color:#dadada}body.colorscheme-dark h1:hover 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    +
    +
    +

    + + Part 12 - Increasing Difficulty + +

    +
    + +

    Despite the fact that we can go down floors now, the dungeon +doesn’t get progressively more difficult as the player descends. This is + because the method in which we place monsters and items is the same on +each floor. In this chapter, we’ll adjust how we place things in the +dungeon, so things get more difficult with each floor.

    +

    Currently, we pass maximum_monsters and maximum_items into the place_entities + function, and this number does not change. To adjust the difficulty of +our game, we can change these numbers based on the floor number. The way + we’ll accomplish this is by setting up a list of tuples, which will +contain two integers: the floor number, and the number of +items/monsters.

    +

    Add the following to procgen.py:

    +
    + + + + +
    + +
    ...
    +if TYPE_CHECKING:
    +    from engine import Engine
    +
    +
    ++max_items_by_floor = [
    ++   (1, 1),
    ++   (4, 2),
    ++]
    +
    ++max_monsters_by_floor = [
    ++   (1, 2),
    ++   (4, 3),
    ++   (6, 5),
    ++]
    +
    +
    +class RectangularRoom:
    +    ...
    +
    + +
    +
    + +
    ...
    +if TYPE_CHECKING:
    +    from engine import Engine
    +
    +
    +max_items_by_floor = [
    +    (1, 1),
    +    (4, 2),
    +]
    +
    +max_monsters_by_floor = [
    +    (1, 2),
    +    (4, 3),
    +    (6, 5),
    +]
    +
    +
    +class RectangularRoom:
    +    ...
    + +
    + +
    + +

    As mentioned, the first number in these tuples represents the floor +number, and the second represents the maximum of either the items or the + monsters.

    +

    You might be wondering why we’ve only supplied values for only +certain floors. Rather than having to type out each floor number, we’ll +provide the floor numbers that have a different value, so that we can +loop through the list and stop when we hit a floor number higher than +the one we’re on. For example, if we’re on floor 3, we’ll take the floor + 1 entry for both items and monsters, and stop iteration when we reach +the second item in the list, since floor 4 is higher than floor 3.

    +

    Let’s write the function to take care of this. We’ll call it get_max_value_for_floor, as we’re getting the maximum value for either the items or monsters. It looks like this:

    +
    + + + + +
    + +
    ...
    +max_items_by_floor = [
    +    (1, 1),
    +    (4, 2),
    +]
    +
    +max_monsters_by_floor = [
    +    (1, 2),
    +    (4, 3),
    +    (6, 5),
    +]
    +
    +
    ++def get_max_value_for_floor(
    ++   weighted_chances_by_floor: List[Tuple[int, int]], floor: int
    ++) -> int:
    ++   current_value = 0
    +
    ++   for floor_minimum, value in weighted_chances_by_floor:
    ++       if floor_minimum > floor:
    ++           break
    ++       else:
    ++           current_value = value
    +
    ++   return current_value
    +
    +
    +class RectangularRoom:
    +    ...
    +
    + +
    +
    + +
    ...
    +max_items_by_floor = [
    +    (1, 1),
    +    (4, 2),
    +]
    +
    +max_monsters_by_floor = [
    +    (1, 2),
    +    (4, 3),
    +    (6, 5),
    +]
    +
    +
    +def get_max_value_for_floor(
    +    max_value_by_floor: List[Tuple[int, int]], floor: int
    +) -> int:
    +    current_value = 0
    +
    +    for floor_minimum, value in max_value_by_floor:
    +        if floor_minimum > floor:
    +            break
    +        else:
    +            current_value = value
    +
    +    return current_value
    +
    +
    +class RectangularRoom:
    +    ...
    + +
    + +
    + +

    Using this function is quite simple: we simply remove the maximum_monsters and maximum_items parameters from the place_entities function, pass the floor_number instead, and use that to get our maximum values from the get_max_value_for_floor function.

    +
    + + + + +
    + +
    -def place_entities(
    +-   room: RectangularRoom, dungeon: GameMap, maximum_monsters: int, maximum_items: int
    +-) -> None:
    +-   number_of_monsters = random.randint(0, maximum_monsters)
    +-   number_of_items = random.randint(0, maximum_items)
    ++def place_entities(room: RectangularRoom, dungeon: GameMap, floor_number: int,) -> None:
    ++   number_of_monsters = random.randint(
    ++       0, get_max_value_for_floor(max_monsters_by_floor, floor_number)
    ++   )
    ++   number_of_items = random.randint(
    ++       0, get_max_value_for_floor(max_items_by_floor, floor_number)
    ++   )
    +
    +    for i in range(number_of_monsters):
    +        ...
    +
    +...
    +
    +def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +-   max_monsters_per_room: int,
    +-   max_items_per_room: int,
    +    engine: Engine,
    +) -> GameMap:
    +    ...
    +
    +            ...
    +            center_of_last_room = new_room.center
    +
    +-       place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
    ++       place_entities(new_room, dungeon, engine.game_world.current_floor)
    +
    +        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
    +        dungeon.downstairs_location = center_of_last_room
    +
    + +
    +
    + +
    def place_entities(
    +    room: RectangularRoom, dungeon: GameMap, maximum_monsters: int, maximum_items: int
    +) -> None:
    +    number_of_monsters = random.randint(0, maximum_monsters)
    +    number_of_items = random.randint(0, maximum_items)
    +def place_entities(room: RectangularRoom, dungeon: GameMap, floor_number: int,) -> None:
    +    number_of_monsters = random.randint(
    +        0, get_max_value_for_floor(max_monsters_by_floor, floor_number)
    +    )
    +    number_of_items = random.randint(
    +        0, get_max_value_for_floor(max_items_by_floor, floor_number)
    +    )
    +
    +    for i in range(number_of_monsters):
    +        ...
    +
    +...
    +
    +def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    max_monsters_per_room: int,
    +    max_items_per_room: int,
    +    engine: Engine,
    +) -> GameMap:
    +    ...
    +
    +            ...
    +            center_of_last_room = new_room.center
    +
    +        place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
    +        place_entities(new_room, dungeon, engine.game_world.current_floor)
    +
    +        dungeon.tiles[center_of_last_room] = tile_types.down_stairs
    +        dungeon.downstairs_location = center_of_last_room
    + +
    + +
    + +

    We can also remove max_monsters_per_room and max_items_per_room from GameWorld. Remove these lines from game_map.py:

    +
    + + + + +
    + +
    class GameWorld:
    +    """
    +    Holds the settings for the GameMap, and generates new maps when moving down the stairs.
    +    """
    +
    +    def __init__(
    +        self,
    +        *,
    +        engine: Engine,
    +        map_width: int,
    +        map_height: int,
    +        max_rooms: int,
    +        room_min_size: int,
    +        room_max_size: int,
    +-       max_monsters_per_room: int,
    +-       max_items_per_room: int,
    +        current_floor: int = 0
    +    ):
    +        self.engine = engine
    +
    +        self.map_width = map_width
    +        self.map_height = map_height
    +
    +        self.max_rooms = max_rooms
    +
    +        self.room_min_size = room_min_size
    +        self.room_max_size = room_max_size
    +
    +-       self.max_monsters_per_room = max_monsters_per_room
    +-       self.max_items_per_room = max_items_per_room
    +
    +        self.current_floor = current_floor
    +
    +    def generate_floor(self) -> None:
    +        from procgen import generate_dungeon
    +
    +        self.current_floor += 1
    +
    +        self.engine.game_map = generate_dungeon(
    +            max_rooms=self.max_rooms,
    +            room_min_size=self.room_min_size,
    +            room_max_size=self.room_max_size,
    +            map_width=self.map_width,
    +            map_height=self.map_height,
    +-           max_monsters_per_room=self.max_monsters_per_room,
    +-           max_items_per_room=self.max_items_per_room,
    +            engine=self.engine,
    +        )
    +
    + +
    +
    + +
    class GameWorld:
    +    """
    +    Holds the settings for the GameMap, and generates new maps when moving down the stairs.
    +    """
    +
    +    def __init__(
    +        self,
    +        *,
    +        engine: Engine,
    +        map_width: int,
    +        map_height: int,
    +        max_rooms: int,
    +        room_min_size: int,
    +        room_max_size: int,
    +        max_monsters_per_room: int,
    +        max_items_per_room: int,
    +        current_floor: int = 0
    +    ):
    +        self.engine = engine
    +
    +        self.map_width = map_width
    +        self.map_height = map_height
    +
    +        self.max_rooms = max_rooms
    +
    +        self.room_min_size = room_min_size
    +        self.room_max_size = room_max_size
    +
    +        self.max_monsters_per_room = max_monsters_per_room
    +        self.max_items_per_room = max_items_per_room
    +
    +        self.current_floor = current_floor
    +
    +    def generate_floor(self) -> None:
    +        from procgen import generate_dungeon
    +
    +        self.current_floor += 1
    +
    +        self.engine.game_map = generate_dungeon(
    +            max_rooms=self.max_rooms,
    +            room_min_size=self.room_min_size,
    +            room_max_size=self.room_max_size,
    +            map_width=self.map_width,
    +            map_height=self.map_height,
    +            max_monsters_per_room=self.max_monsters_per_room,
    +            max_items_per_room=self.max_items_per_room,
    +            engine=self.engine,
    +        )
    + +
    + +
    + +

    Also remove the same variables from setup_game.py:

    +
    + + + + +
    + +
    def new_game() -> Engine:
    +    """Return a brand new game session as an Engine instance."""
    +    map_width = 80
    +    map_height = 43
    +
    +    room_max_size = 10
    +    room_min_size = 6
    +    max_rooms = 30
    +
    +-   max_monsters_per_room = 2
    +-   max_items_per_room = 2
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_world = GameWorld(
    +        engine=engine,
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +-       max_monsters_per_room=max_monsters_per_room,
    +-       max_items_per_room=max_items_per_room,
    +    )
    +
    +    engine.game_world.generate_floor()
    +    engine.update_fov()
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +    return engine
    +
    + +
    +
    + +
    def new_game() -> Engine:
    +    """Return a brand new game session as an Engine instance."""
    +    map_width = 80
    +    map_height = 43
    +
    +    room_max_size = 10
    +    room_min_size = 6
    +    max_rooms = 30
    +
    +    max_monsters_per_room = 2
    +    max_items_per_room = 2
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_world = GameWorld(
    +        engine=engine,
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +    )
    +
    +    engine.game_world.generate_floor()
    +    engine.update_fov()
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +    return engine
    + +
    + +
    + +

    Now we’re adjusting the number of items and monsters based on the +floor. The next step is to control which entities appear on which floor, + instead of allowing any entity to appear on any floor. The first floor +will only have health potions and orcs, and we’ll gradually add +different items and enemies as the player goes deeper into the dungeon.

    +

    We need a function that allows us to get these entities at random, +based on a set of weights. We also need to define the weights +themselves.

    +

    What are “weights” in this context? Basically, we could define all of + the odds of generating a type of entity the way we have already, by +getting a random number and comparing against a set of values, but that +will quickly become cumbersome as we add more entities. Imagine wanting +to add a new enemy type, but needing to adjust the values for dozens, or + perhaps hundreds, of other entities.

    +

    Instead, we’ll just give each entity a value, or a “weight”, which +we’ll use to determine how common that entity should be. We’ll use +Python’s random.choices function, which allows the user to +pass a list of items and a set of weights. It returns a number of items +that you specify, based on the weights you give it.

    +

    First, we need to define our weights for the entity types, along with + the minimum floor that the item or monster will appear on. Add the +following to procgen.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import random
    +-from typing import Iterator, List, Tuple, TYPE_CHECKING
    ++from typing import Dict, Iterator, List, Tuple, TYPE_CHECKING
    +
    +import tcod
    +
    +import entity_factories
    +from game_map import GameMap
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    ++   from entity import Entity
    +
    +
    +max_items_by_floor = [
    +    (1, 1),
    +    (4, 2),
    +]
    +
    +max_monsters_by_floor = [
    +    (1, 2),
    +    (4, 3),
    +    (6, 5),
    +]
    +
    ++item_chances: Dict[int, List[Tuple[Entity, int]]] = {
    ++   0: [(entity_factories.health_potion, 35)],
    ++   2: [(entity_factories.confusion_scroll, 10)],
    ++   4: [(entity_factories.lightning_scroll, 25)],
    ++   6: [(entity_factories.fireball_scroll, 25)],
    ++}
    +
    ++enemy_chances: Dict[int, List[Tuple[Entity, int]]] = {
    ++   0: [(entity_factories.orc, 80)],
    ++   3: [(entity_factories.troll, 15)],
    ++   5: [(entity_factories.troll, 30)],
    ++   7: [(entity_factories.troll, 60)],
    ++}
    +
    +
    +def get_max_value_for_floor(
    +    ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import random
    +from typing import Iterator, List, Tuple, TYPE_CHECKING
    +from typing import Dict, Iterator, List, Tuple, TYPE_CHECKING
    +
    +import tcod
    +
    +import entity_factories
    +from game_map import GameMap
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +
    +max_items_by_floor = [
    +    (1, 1),
    +    (4, 2),
    +]
    +
    +max_monsters_by_floor = [
    +    (1, 2),
    +    (4, 3),
    +    (6, 5),
    +]
    +
    +item_chances: Dict[int, List[Tuple[Entity, int]]] = {
    +    0: [(entity_factories.health_potion, 35)],
    +    2: [(entity_factories.confusion_scroll, 10)],
    +    4: [(entity_factories.lightning_scroll, 25)],
    +    6: [(entity_factories.fireball_scroll, 25)],
    +}
    +
    +enemy_chances: Dict[int, List[Tuple[Entity, int]]] = {
    +    0: [(entity_factories.orc, 80)],
    +    3: [(entity_factories.troll, 15)],
    +    5: [(entity_factories.troll, 30)],
    +    7: [(entity_factories.troll, 60)],
    +}
    +
    +
    +def get_max_value_for_floor(
    +    ...
    + +
    + +
    + +

    They keys in the dictionary represent the floor number, and the value + is a list of tuples. The tuples contain an entity and the weights at +which they’ll be generated. Notice that Trolls get defined multiple +times in enemy_chances, and their weights grow higher when +the floor number increases. This will allow Trolls to be generated more +frequently as the player dives into the dungeon, thus making the dungeon + more dangerous with each passing floor.

    +

    Why a list of tuples, though? While there isn’t any examples + here, we want it to be possible to define many entity types and weights + for each floor. For example, imagine we added a new enemy type that +appears on floor 5. We could put that as a tuple inside the list, +alongside the Troll’s tuple. We’ll see an example of this in the next +chapter, when we start adding equipment.

    +

    With our weights defined, we need a function to actually pick which entities we want to create. As mentioned, it will utilize random.choices from the Python standard library to choose the entities. Add this function to procgen.py:

    +
    + + + + +
    + +
    def get_max_value_for_floor(
    +    weighted_chances_by_floor: List[Tuple[int, int]], floor: int
    +) -> int:
    +    ...
    +
    +
    ++def get_entities_at_random(
    ++   weighted_chances_by_floor: Dict[int, List[Tuple[Entity, int]]],
    ++   number_of_entities: int,
    ++   floor: int,
    ++) -> List[Entity]:
    ++   entity_weighted_chances = {}
    +
    ++   for key, values in weighted_chances_by_floor.items():
    ++       if key > floor:
    ++           break
    ++       else:
    ++           for value in values:
    ++               entity = value[0]
    ++               weighted_chance = value[1]
    +
    ++               entity_weighted_chances[entity] = weighted_chance
    +
    ++   entities = list(entity_weighted_chances.keys())
    ++   entity_weighted_chance_values = list(entity_weighted_chances.values())
    +
    ++   chosen_entities = random.choices(
    ++       entities, weights=entity_weighted_chance_values, k=number_of_entities
    ++   )
    +
    ++   return chosen_entities
    +
    +
    +class RectangularRoom:
    +    ...
    +
    + +
    +
    + +
    def get_max_value_for_floor(
    +    weighted_chances_by_floor: List[Tuple[int, int]], floor: int
    +) -> int:
    +    ...
    +
    +
    +def get_entities_at_random(
    +    weighted_chances_by_floor: Dict[int, List[Tuple[Entity, int]]],
    +    number_of_entities: int,
    +    floor: int,
    +) -> List[Entity]:
    +    entity_weighted_chances = {}
    +
    +    for key, values in weighted_chances_by_floor.items():
    +        if key > floor:
    +            break
    +        else:
    +            for value in values:
    +                entity = value[0]
    +                weighted_chance = value[1]
    +
    +                entity_weighted_chances[entity] = weighted_chance
    +
    +    entities = list(entity_weighted_chances.keys())
    +    entity_weighted_chance_values = list(entity_weighted_chances.values())
    +
    +    chosen_entities = random.choices(
    +        entities, weights=entity_weighted_chance_values, k=number_of_entities
    +    )
    +
    +    return chosen_entities
    +
    +
    +class RectangularRoom:
    +    ...
    + +
    + +
    + +

    This function goes through they keys (floor numbers) and values (list + of weighted entities), stopping when the key is higher than the given +floor number. It sets up a dictionary of the weights for each entity, +based on which floor the player is currently on. So if we were trying to + get the weights for floor 6, entity_weighted_chances would look like this: { orc: 80, troll: 30 }.

    +

    Then, we get both the keys and values in list format, so that they can be passed to random.choices (it accepts choices and weights as lists). k represents the number of items that random.choices + should pick, so we can simply pass the number of entities we’ve decided + to generate. Finally, we return the list of chosen entities.

    +

    Putting this function to use is quite simple. In fact, it will reduce the amount of code in our place_entities function quite nicely:

    +
    + + + + +
    + +
    def place_entities(room: RectangularRoom, dungeon: GameMap, floor_number: int,) -> None:
    +    number_of_monsters = random.randint(
    +        0, get_weight_for_floor(max_monsters_by_floor, floor_number)
    +    )
    +    number_of_items = random.randint(
    +        0, get_weight_for_floor(max_items_by_floor, floor_number)
    +    )
    +
    ++   monsters: List[Entity] = get_entities_at_random(
    ++       enemy_chances, number_of_monsters, floor_number
    ++   )
    ++   items: List[Entity] = get_entities_at_random(
    ++       item_chances, number_of_items, floor_number
    ++   )
    +
    +-   for i in range(number_of_monsters):
    +-       x = random.randint(room.x1 + 1, room.x2 - 1)
    +-       y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +-       if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +-           if random.random() < 0.8:
    +-               entity_factories.orc.spawn(dungeon, x, y)
    +-           else:
    +-               entity_factories.troll.spawn(dungeon, x, y)
    +
    +-   for i in range(number_of_items):
    ++   for entity in monsters + items:
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +-           item_chance = random.random()
    +
    +-           if item_chance < 0.7:
    +-               entity_factories.health_potion.spawn(dungeon, x, y)
    +-           elif item_chance < 0.80:
    +-               entity_factories.fireball_scroll.spawn(dungeon, x, y)
    +-           elif item_chance < 0.90:
    +-               entity_factories.confusion_scroll.spawn(dungeon, x, y)
    +-           else:
    +-               entity_factories.lightning_scroll.spawn(dungeon, x, y)
    ++           entity.spawn(dungeon, x, y)
    +
    +...
    +
    + +
    +
    + +
    def place_entities(room: RectangularRoom, dungeon: GameMap, floor_number: int,) -> None:
    +    number_of_monsters = random.randint(
    +        0, get_weight_for_floor(max_monsters_by_floor, floor_number)
    +    )
    +    number_of_items = random.randint(
    +        0, get_weight_for_floor(max_items_by_floor, floor_number)
    +    )
    +
    +    monsters: List[Entity] = get_entities_at_random(
    +        enemy_chances, number_of_monsters, floor_number
    +    )
    +    items: List[Entity] = get_entities_at_random(
    +        item_chances, number_of_items, floor_number
    +    )
    +
    +    for i in range(number_of_monsters):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            if random.random() < 0.8:
    +                entity_factories.orc.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.troll.spawn(dungeon, x, y)
    +
    +    for i in range(number_of_items):
    +    for entity in monsters + items:
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            item_chance = random.random()
    +
    +            if item_chance < 0.7:
    +                entity_factories.health_potion.spawn(dungeon, x, y)
    +            elif item_chance < 0.80:
    +                entity_factories.fireball_scroll.spawn(dungeon, x, y)
    +            elif item_chance < 0.90:
    +                entity_factories.confusion_scroll.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.lightning_scroll.spawn(dungeon, x, y)
    +            entity.spawn(dungeon, x, y)
    +
    +...
    + +
    + +
    + +

    Now place_entities is just getting the amount of monsters and items to generate, and leaving it up to get_entities_at_random to determine which ones to create.

    +

    With those changes, the dungeon will get progressively more +difficult! You may want to tweak certain numbers, like the strength of +the enemies or how much health you recover with potions, to get a more +challenging experience (our game is still not that difficult, if you increase your defense by just 1, Orcs are no longer a threat).

    +

    If you want to see the code so far in its entirety, click here.

    +

    Click here to move on to the next part of this tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 12 - Increasing Difficulty · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 12 - Increasing Difficulty · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 12 - Increasing Difficulty · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark h6{color:#dadada}body.colorscheme-dark h1:hover 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Tutorials_files/codetabs.min.cc52451e7f25e50f64c1c893826f606d58410d742c214dce.js b/roguelike_tutorial/rogueliketutorials.com/Part 12 - Increasing Difficulty · Roguelike Tutorials_files/codetabs.min.cc52451e7f25e50f64c1c893826f606d58410d742c214dce.js new file mode 100644 index 0000000..6d7a1c1 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 12 - Increasing Difficulty · Roguelike Tutorials_files/codetabs.min.cc52451e7f25e50f64c1c893826f606d58410d742c214dce.js @@ -0,0 +1 @@ +var allTabs=document.querySelectorAll("[data-toggle-tab]"),allPanes=document.querySelectorAll("[data-pane]");function toggleTabs(e){if(e.target){e.preventDefault();var n,s,o=e.currentTarget,t=o.getAttribute("data-toggle-tab")}else t=e;window.localStorage&&window.localStorage.setItem("configLangPref",t),n=document.querySelectorAll("[data-toggle-tab='"+t+"']"),s=document.querySelectorAll("[data-pane='"+t+"']");for(let e=0;e + + + + Part 13 - Gearing up · Roguelike Tutorials + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 13 - Gearing up + +

    +
    + +

    For the final part of this tutorial, we’ll implement something that most + roguelikes have: equipment. Our implementation will be extremely +simple: equipping a weapon increases attack power, and equipping armor +increases defense. Many roguelikes have more equipment types than just +these two, and the effects of equipment can go much further than this, +but this should be enough to get you started.

    +

    First, we’ll want to define the types of equipment that can be found in the dungeon. As with the RenderOrder class, we can use Enum to define the types. For now, we’ll leave it at weapons and armor, but feel free to add more types as you see fit.

    +

    Create a new file, equipment_types.py, and put the following contents in it:

    +
    from enum import auto, Enum
    +
    +
    +class EquipmentType(Enum):
    +    WEAPON = auto()
    +    ARMOR = auto()
    +

    Now it’s time to create the component that we’ll attach to the equipment. We’ll call the component Equippable, which will have a few different attributes:

    +
      +
    • equipment_type: The type of equipment, using the EquipmentType enum.
    • +
    • power_bonus: How much the wielder’s attack power will be increased. Currently used for just weapons.
    • +
    • defense_bonus: How much the wearer’s defense will be increased. Currently just for armor.
    • +
    +

    Create the file equippable.py in the components directory, and fill it with the following:

    +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +from equipment_types import EquipmentType
    +
    +if TYPE_CHECKING:
    +    from entity import Item
    +
    +
    +class Equippable(BaseComponent):
    +    parent: Item
    +
    +    def __init__(
    +        self,
    +        equipment_type: EquipmentType,
    +        power_bonus: int = 0,
    +        defense_bonus: int = 0,
    +    ):
    +        self.equipment_type = equipment_type
    +
    +        self.power_bonus = power_bonus
    +        self.defense_bonus = defense_bonus
    +
    +
    +class Dagger(Equippable):
    +    def __init__(self) -> None:
    +        super().__init__(equipment_type=EquipmentType.WEAPON, power_bonus=2)
    +
    +
    +class Sword(Equippable):
    +    def __init__(self) -> None:
    +        super().__init__(equipment_type=EquipmentType.WEAPON, power_bonus=4)
    +
    +
    +class LeatherArmor(Equippable):
    +    def __init__(self) -> None:
    +        super().__init__(equipment_type=EquipmentType.ARMOR, defense_bonus=1)
    +
    +
    +class ChainMail(Equippable):
    +    def __init__(self) -> None:
    +        super().__init__(equipment_type=EquipmentType.ARMOR, defense_bonus=3)
    +

    Aside from creating the Equippable + class, as described earlier, we’ve also created a few types of +equippable components, for each equippable entity that we’ll end up +creating, similar to what we did with the Consumable +classes. You don’t have to do it this way, you could just define these +when creating the entities, but you might want to add additional +functionality to weapons and armor at some point, and defining the Equippable + classes this way might make that easier. You might also want to move +these classes to their own file, but that’s outside the scope of this +tutorial.

    +

    To create the actual equippable entities, we’ll want to adjust our Item + class. We can use the same class that we used for our consumables, and +just handle them slightly differently. Another approach would be to +create another subclass of Entity, but for the sake of keeping the number of Entity subclasses in this tutorial short, we’ll adjust Item. Make the following adjustments to entity.py:

    +
    + + + + +
    + +
    ...
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    ++   from components.equippable import Equippable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    +    from components.level import Level
    +    from game_map import GameMap
    +...
    +
    +class Item(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +-       consumable: Consumable,
    ++       consumable: Optional[Consumable] = None,
    ++       equippable: Optional[Equippable] = None,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=False,
    +            render_order=RenderOrder.ITEM,
    +        )
    +
    +        self.consumable = consumable
    +-       self.consumable.parent = self
    +
    ++       if self.consumable:
    ++           self.consumable.parent = self
    +
    ++       self.equippable = equippable
    +
    ++       if self.equippable:
    ++           self.equippable.parent = self
    +
    + +
    +
    + +
    ...
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.equippable import Equippable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    +    from components.level import Level
    +    from game_map import GameMap
    +...
    +
    +class Item(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        consumable: Consumable,
    +        consumable: Optional[Consumable] = None,
    +        equippable: Optional[Equippable] = None,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=False,
    +            render_order=RenderOrder.ITEM,
    +        )
    +
    +        self.consumable = consumable
    +        self.consumable.parent = self
    +
    +        if self.consumable:
    +            self.consumable.parent = self
    +
    +        self.equippable = equippable
    +
    +        if self.equippable:
    +            self.equippable.parent = self
    + +
    + +
    + +

    We’ve added Equippable as an optional component for the Item class, and also made Consumable optional, so that not all Item instances will be consumable.

    +

    Because consumable is now an optional attribute, we need to adjust actions.py to take this into account:

    +
    + + + + +
    + +
    class ItemAction(Action):
    +    ...
    +
    +    def perform(self) -> None:
    +        """Invoke the items ability, this action will be given to provide context."""
    +-       self.item.consumable.activate(self)
    ++       if self.item.consumable:
    ++           self.item.consumable.activate(self)
    +
    + +
    +
    + +
    class ItemAction(Action):
    +    ...
    +
    +    def perform(self) -> None:
    +        """Invoke the items ability, this action will be given to provide context."""
    +        self.item.consumable.activate(self)
    +        if self.item.consumable:
    +            self.item.consumable.activate(self)
    + +
    + +
    + +

    In order to actually create the equippable entities, we’ll want to add a few examples to entity_factories.py. The entities we will add will correspond to the Equippable subclasses we already made. Edit entity_factories.py like this:

    +
    + + + + +
    + +
    from components.ai import HostileEnemy
    +-from components import consumable
    ++from components import consumable, equippable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from components.level import Level
    +
    +...
    +lightning_scroll = Item(
    +    char="~",
    +    color=(255, 255, 0),
    +    name="Lightning Scroll",
    +    consumable=consumable.LightningDamageConsumable(damage=20, maximum_range=5),
    +)
    +
    ++dagger = Item(
    ++   char="/", color=(0, 191, 255), name="Dagger", equippable=equippable.Dagger()
    ++)
    ++
    ++sword = Item(char="/", color=(0, 191, 255), name="Sword", equippable=equippable.Sword())
    +
    ++leather_armor = Item(
    ++   char="[",
    ++   color=(139, 69, 19),
    ++   name="Leather Armor",
    ++   equippable=equippable.LeatherArmor(),
    ++)
    +
    ++chain_mail = Item(
    ++   char="[", color=(139, 69, 19), name="Chain Mail", equippable=equippable.ChainMail()
    ++)
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components import consumable
    +from components import consumable, equippable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from components.level import Level
    +
    +...
    +lightning_scroll = Item(
    +    char="~",
    +    color=(255, 255, 0),
    +    name="Lightning Scroll",
    +    consumable=consumable.LightningDamageConsumable(damage=20, maximum_range=5),
    +)
    +
    +dagger = Item(
    +    char="/", color=(0, 191, 255), name="Dagger", equippable=equippable.Dagger()
    +)
    +
    +sword = Item(char="/", color=(0, 191, 255), name="Sword", equippable=equippable.Sword())
    +
    +leather_armor = Item(
    +    char="[",
    +    color=(139, 69, 19),
    +    name="Leather Armor",
    +    equippable=equippable.LeatherArmor(),
    +)
    +
    +chain_mail = Item(
    +    char="[", color=(139, 69, 19), name="Chain Mail", equippable=equippable.ChainMail()
    +)
    + +
    + +
    + +

    The creation of these entities is very similar to the consumables, except we give them the Equippable component instead of Consumable. + This is all we need to do to create the entities themselves, but we’re +far from finished. We still need to make these entities appear on the +map, make them equippable (there’s nothing for them to attach to on the player right now), and make equipping them actually do something.

    +

    To handle the equipment that the player has equipped at the moment, +we can create yet another component to handle the player’s (or the +monster’s, for that matter) equipment. Create a new file called equipment.py in the components folder, and add these contents:

    +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +from equipment_types import EquipmentType
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Equipment(BaseComponent):
    +    parent: Actor
    +
    +    def __init__(self, weapon: Optional[Item] = None, armor: Optional[Item] = None):
    +        self.weapon = weapon
    +        self.armor = armor
    +
    +    @property
    +    def defense_bonus(self) -> int:
    +        bonus = 0
    +
    +        if self.weapon is not None and self.weapon.equippable is not None:
    +            bonus += self.weapon.equippable.defense_bonus
    +
    +        if self.armor is not None and self.armor.equippable is not None:
    +            bonus += self.armor.equippable.defense_bonus
    +
    +        return bonus
    +
    +    @property
    +    def power_bonus(self) -> int:
    +        bonus = 0
    +
    +        if self.weapon is not None and self.weapon.equippable is not None:
    +            bonus += self.weapon.equippable.power_bonus
    +
    +        if self.armor is not None and self.armor.equippable is not None:
    +            bonus += self.armor.equippable.power_bonus
    +
    +        return bonus
    +
    +    def item_is_equipped(self, item: Item) -> bool:
    +        return self.weapon == item or self.armor == item
    +
    +    def unequip_message(self, item_name: str) -> None:
    +        self.parent.gamemap.engine.message_log.add_message(
    +            f"You remove the {item_name}."
    +        )
    +
    +    def equip_message(self, item_name: str) -> None:
    +        self.parent.gamemap.engine.message_log.add_message(
    +            f"You equip the {item_name}."
    +        )
    +
    +    def equip_to_slot(self, slot: str, item: Item, add_message: bool) -> None:
    +        current_item = getattr(self, slot)
    +
    +        if current_item is not None:
    +            self.unequip_from_slot(slot, add_message)
    +
    +        setattr(self, slot, item)
    +
    +        if add_message:
    +            self.equip_message(item.name)
    +
    +    def unequip_from_slot(self, slot: str, add_message: bool) -> None:
    +        current_item = getattr(self, slot)
    +
    +        if add_message:
    +            self.unequip_message(current_item.name)
    +
    +        setattr(self, slot, None)
    +
    +    def toggle_equip(self, equippable_item: Item, add_message: bool = True) -> None:
    +        if (
    +            equippable_item.equippable
    +            and equippable_item.equippable.equipment_type == EquipmentType.WEAPON
    +        ):
    +            slot = "weapon"
    +        else:
    +            slot = "armor"
    +
    +        if getattr(self, slot) == equippable_item:
    +            self.unequip_from_slot(slot, add_message)
    +        else:
    +            self.equip_to_slot(slot, equippable_item, add_message)
    +

    That’s a lot to take in, so let’s go through it bit by bit.

    +
    class Equipment(BaseComponent):
    +    parent: Actor
    +
    +    def __init__(self, weapon: Optional[Item] = None, armor: Optional[Item] = None):
    +        self.weapon = weapon
    +        self.armor = armor
    +

    The weapon and armor attributes are what will hold the actual equippable entity. Both can be set to None, which represents nothing equipped in those slots. Feel free to add more slots as you see fit (perhaps you want armor to be head, body, legs, etc. instead, or allow for off-hand weapons/shields).

    +
        @property
    +    def defense_bonus(self) -> int:
    +        bonus = 0
    +
    +        if self.weapon is not None and self.weapon.equippable is not None:
    +            bonus += self.weapon.equippable.defense_bonus
    +
    +        if self.armor is not None and self.armor.equippable is not None:
    +            bonus += self.armor.equippable.defense_bonus
    +
    +        return bonus
    +
    +    @property
    +    def power_bonus(self) -> int:
    +        bonus = 0
    +
    +        if self.weapon is not None and self.weapon.equippable is not None:
    +            bonus += self.weapon.equippable.power_bonus
    +
    +        if self.armor is not None and self.armor.equippable is not None:
    +            bonus += self.armor.equippable.power_bonus
    +
    +        return bonus
    +

    These properties do the same thing, +just for different things. Both calculate the “bonus” gifted by +equipment to either defense or power, based on what’s equipped. Notice +that we take the “power” bonus from both weapons and armor, and the same + applies to the “defense” bonus. This allows you to create weapons that +increase both attack and defense (maybe some sort of spiked shield) and +armor that increases attack (something magical, maybe). We won’t do that + in this tutorial (weapons will only increase power, armor will only +increase defense), but you should experiment with different equipment +types on your own.

    +
        def item_is_equipped(self, item: Item) -> bool:
    +        return self.weapon == item or self.armor == item
    +

    This allows us to quickly check if an Item is equipped by the player or not. It will come in handy later on.

    +
        def unequip_message(self, item_name: str) -> None:
    +        self.parent.gamemap.engine.message_log.add_message(
    +            f"You remove the {item_name}."
    +        )
    +
    +    def equip_message(self, item_name: str) -> None:
    +        self.parent.gamemap.engine.message_log.add_message(
    +            f"You equip the {item_name}."
    +        )
    +

    Both of these methods add a message +to the message log, depending on whether the player is equipping or +removing a piece of equipment.

    +
        def equip_to_slot(self, slot: str, item: Item, add_message: bool) -> None:
    +        current_item = getattr(self, slot)
    +
    +        if current_item is not None:
    +            self.unequip_from_slot(slot, add_message)
    +
    +        setattr(self, slot, item)
    +
    +        if add_message:
    +            self.equip_message(item.name)
    +
    +    def unequip_from_slot(self, slot: str, add_message: bool) -> None:
    +        current_item = getattr(self, slot)
    +
    +        if add_message:
    +            self.unequip_message(current_item.name)
    +
    +        setattr(self, slot, None)
    +

    equip_to_slot and unequip_from_slot with add or remove an Item to the given “slot” (weapon or armor). We use getattr to get the slot, whether it’s weapon or armor. We use getattr because we won’t actually know which one we’re getting until the function is called. getattr allows us to “get an attribute” on a class (self in this case) and do what we want with it. We use setattr to “set the attribute” the same way.

    +

    unequip_from_slot simply removes the item. equip_to_slot first checks if there’s something equipped to that slot, and calls unequip_from_slot if there is. This way, the player can’t equip two things to the same slot.

    +

    What’s with the add_message part? Normally, we’ll want +to add a message to the message log when we equip/remove things, but in +this section, we’ll see an exception: When we set up the player’s +initial equipment. We’ll use the same “equip” methods to set up the +initial equipment, but there’s no need to begin every game with messages + that say the player put on their starting equipment (presumably, the +player character did this before walking into the deadly dungeon). add_message + gives us a simple way to not add the messages if they aren’t necessary. + In your game, there might be other scenarios where you don’t want to +display these messages.

    +
        def toggle_equip(self, equippable_item: Item, add_message: bool = True) -> None:
    +        if (
    +            equippable_item.equippable
    +            and equippable_item.equippable.equipment_type == EquipmentType.WEAPON
    +        ):
    +            slot = "weapon"
    +        else:
    +            slot = "armor"
    +
    +        if getattr(self, slot) == equippable_item:
    +            self.unequip_from_slot(slot, add_message)
    +        else:
    +            self.equip_to_slot(slot, equippable_item, add_message)
    +

    Finally, we have toggle_equip, + which is the method that will actually get called when the player +selects an equippable item. It checks the equipment’s type (to know +which slot to put it in), and then checks to see if the same item is +already equipped to that slot. If it is, the player presumably wants to +remove it. If not, the player wants to equip it.

    +

    To sum up, this component holds references to equippable entities, +calculates the bonuses the player gets from them (which will get added +to the player’s power and defense values), and gives a way to equip or +remove the items.

    +

    Let’s add this component to the actors now. entity.py and add these lines:

    +
    + + + + +
    + +
    ...
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    ++   from components.equipment import Equipment
    +    from components.equippable import Equippable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    +    from components.level import Level
    +    from game_map import GameMap
    +...
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    ++       equipment: Equipment,
    +        fighter: Fighter,
    +        inventory: Inventory,
    +        level: Level,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    ++       self.equipment: Equipment = equipment
    ++       self.equipment.parent = self
    +
    +        self.fighter = fighter
    +        self.fighter.parent = self
    +
    +        ...
    +
    + +
    +
    + +
    ...
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.equipment import Equipment
    +    from components.equippable import Equippable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    +    from components.level import Level
    +    from game_map import GameMap
    +...
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        equipment: Equipment,
    +        fighter: Fighter,
    +        inventory: Inventory,
    +        level: Level,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.equipment: Equipment = equipment
    +        self.equipment.parent = self
    +
    +        self.fighter = fighter
    +        self.fighter.parent = self
    +
    +        ...
    + +
    + +
    + +

    We also need to update entity_factories.py once again, to create the actors with the Equipment component:

    +
    + + + + +
    + +
    from components.ai import HostileEnemy
    +from components import consumable, equippable
    ++from components.equipment import Equipment
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from components.level import Level
    +
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    ++   equipment=Equipment(),
    +    fighter=Fighter(hp=30, base_defense=1, base_power=2),
    +    inventory=Inventory(capacity=26),
    +    level=Level(level_up_base=200),
    +)
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    ++   equipment=Equipment(),
    +    fighter=Fighter(hp=10, base_defense=0, base_power=3),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=35),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    ++   equipment=Equipment(),
    +    fighter=Fighter(hp=16, base_defense=1, base_power=4),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=100),
    +)
    +...
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components import consumable, equippable
    +from components.equipment import Equipment
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from components.level import Level
    +
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +    fighter=Fighter(hp=30, base_defense=1, base_power=2),
    +    inventory=Inventory(capacity=26),
    +    level=Level(level_up_base=200),
    +)
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +    fighter=Fighter(hp=10, base_defense=0, base_power=3),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=35),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +    fighter=Fighter(hp=16, base_defense=1, base_power=4),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=100),
    +)
    +...
    + +
    + +
    + +

    One thing we need to do is change the way power and defense are calculated in the Fighter + component. Currently, the values are set directly in the class, but +we’ll want to calculate them based on their base values (what gets +leveled up), and the bonus values (based on the equipment).

    +

    We can redefine power and defense as properties, and rename what we set in the class to base_power and base_defense. power and defense will then get their values from their respective bases and equipment bonuses.

    +

    This will require edits to several places, but we’ll start first with the most obvious: the Fighter class itself.

    +
    + + + + +
    + +
    class Fighter(BaseComponent):
    +    parent: Actor
    +
    +-   def __init__(self, hp: int, defense: int, power: int):
    ++   def __init__(self, hp: int, base_defense: int, base_power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +-       self.defense = defense
    +-       self.power = power
    ++       self.base_defense = base_defense
    ++       self.base_power = base_power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    +        if self._hp == 0 and self.parent.ai:
    +            self.die()
    +
    ++   @property
    ++   def defense(self) -> int:
    ++       return self.base_defense + self.defense_bonus
    +
    ++   @property
    ++   def power(self) -> int:
    ++       return self.base_power + self.power_bonus
    +
    ++   @property
    ++   def defense_bonus(self) -> int:
    ++       if self.parent.equipment:
    ++           return self.parent.equipment.defense_bonus
    ++       else:
    ++           return 0
    +
    ++   @property
    ++   def power_bonus(self) -> int:
    ++       if self.parent.equipment:
    ++           return self.parent.equipment.power_bonus
    ++       else:
    ++           return 0
    +
    +    def die(self) -> None:
    +        ...
    +
    + +
    +
    + +
    class Fighter(BaseComponent):
    +    parent: Actor
    +
    +    def __init__(self, hp: int, defense: int, power: int):
    +    def __init__(self, hp: int, base_defense: int, base_power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +        self.defense = defense
    +        self.power = power
    +        self.base_defense = base_defense
    +        self.base_power = base_power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    +        if self._hp == 0 and self.parent.ai:
    +            self.die()
    +
    +    @property
    +    def defense(self) -> int:
    +        return self.base_defense + self.defense_bonus
    +
    +    @property
    +    def power(self) -> int:
    +        return self.base_power + self.power_bonus
    +
    +    @property
    +    def defense_bonus(self) -> int:
    +        if self.parent.equipment:
    +            return self.parent.equipment.defense_bonus
    +        else:
    +            return 0
    +
    +    @property
    +    def power_bonus(self) -> int:
    +        if self.parent.equipment:
    +            return self.parent.equipment.power_bonus
    +        else:
    +            return 0
    +
    +    def die(self) -> None:
    +        ...
    + +
    + +
    + +

    power and defense are now computed based on the base values and the bonus values offered by the equipment (if any exists).

    +

    We’ll need to edit level.py to reflect the new attribute names as well:

    +
    + + + + +
    + +
    class Level(BaseComponent):
    +    ...
    +
    +    def increase_power(self, amount: int = 1) -> None:
    +-       self.parent.fighter.power += amount
    ++       self.parent.fighter.base_power += amount
    +
    +        self.engine.message_log.add_message("You feel stronger!")
    +
    +        self.increase_level()
    +
    +    def increase_defense(self, amount: int = 1) -> None:
    +-       self.parent.fighter.defense += amount
    ++       self.parent.fighter.base_defense += amount
    +
    +        self.engine.message_log.add_message("Your movements are getting swifter!")
    +
    + +
    +
    + +
    class Level(BaseComponent):
    +    ...
    +
    +    def increase_power(self, amount: int = 1) -> None:
    +        self.parent.fighter.power += amount
    +        self.parent.fighter.base_power += amount
    +
    +        self.engine.message_log.add_message("You feel stronger!")
    +
    +        self.increase_level()
    +
    +    def increase_defense(self, amount: int = 1) -> None:
    +        self.parent.fighter.defense += amount
    +        self.parent.fighter.base_defense += amount
    +
    +        self.engine.message_log.add_message("Your movements are getting swifter!")
    + +
    + +
    + +

    We also have to adjust the initializations in entity_factories.py:

    +
    + + + + +
    + +
    player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +-   fighter=Fighter(hp=30, defense=2, power=5),
    ++   fighter=Fighter(hp=30, base_defense=1, base_power=2),
    +    inventory=Inventory(capacity=26),
    +    level=Level(level_up_base=200),
    +)
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +-   fighter=Fighter(hp=10, defense=0, power=3),
    ++   fighter=Fighter(hp=10, base_defense=0, base_power=3),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=35),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +-   fighter=Fighter(hp=16, defense=1, power=4),
    ++   fighter=Fighter(hp=16, base_defense=1, base_power=4),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=100),
    +)
    +...
    +
    + +
    +
    + +
    player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +    fighter=Fighter(hp=30, base_defense=1, base_power=2),
    +    inventory=Inventory(capacity=26),
    +    level=Level(level_up_base=200),
    +)
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +    fighter=Fighter(hp=10, base_defense=0, base_power=3),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=35),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    equipment=Equipment(),
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +    fighter=Fighter(hp=16, base_defense=1, base_power=4),
    +    inventory=Inventory(capacity=0),
    +    level=Level(xp_given=100),
    +)
    +...
    + +
    + +
    + +

    Notice that we’ve changed the player’s base values a bit. This is to +compensate for the fact that the player will be getting bonuses from the + equipment soon. Feel free to tweak these values however you see fit.

    +

    Now all that’s left to do is allow generate the equipment to the map, + and allow the player to interact with it. To create equipment, we can +simply edit our item_chances dictionary to include weapons and armor on certain floors. Edit procgen.py like this:

    +
    + + + + +
    + +
    item_chances: Dict[int, List[Tuple[Entity, int]]] = {
    +    0: [(entity_factories.health_potion, 35)],
    +    2: [(entity_factories.confusion_scroll, 10)],
    +-   4: [(entity_factories.lightning_scroll, 25)],
    +-   6: [(entity_factories.fireball_scroll, 25)],
    ++   4: [(entity_factories.lightning_scroll, 25), (entity_factories.sword, 5)],
    ++   6: [(entity_factories.fireball_scroll, 25), (entity_factories.chain_mail, 15)],
    +}
    +
    + +
    +
    + +
    item_chances: Dict[int, List[Tuple[Entity, int]]] = {
    +    0: [(entity_factories.health_potion, 35)],
    +    2: [(entity_factories.confusion_scroll, 10)],
    +    4: [(entity_factories.lightning_scroll, 25)],
    +    6: [(entity_factories.fireball_scroll, 25)],
    +    4: [(entity_factories.lightning_scroll, 25), (entity_factories.sword, 5)],
    +    6: [(entity_factories.fireball_scroll, 25), (entity_factories.chain_mail, 15)],
    +}
    + +
    + +
    + +

    This will generate swords and chain mail at levels 4 and 6, respectively. You can change the floor or the weights if you like.

    +

    Now that equipment will spawn on the map, we need to allow the user +to equip and remove equippable entities. The first step is to add an +action to equip things, which we’ll call EquipAction. Add this class to actions.py:

    +
    + + + + +
    + +
    ...
    +class DropItem(ItemAction):
    +    ...
    +
    +
    ++class EquipAction(Action):
    ++   def __init__(self, entity: Actor, item: Item):
    ++       super().__init__(entity)
    +
    ++       self.item = item
    +
    ++   def perform(self) -> None:
    ++       self.entity.equipment.toggle_equip(self.item)
    +
    +
    +class WaitAction(Action):
    +    ...
    +
    + +
    +
    + +
    ...
    +class DropItem(ItemAction):
    +    ...
    +
    +
    +class EquipAction(Action):
    +    def __init__(self, entity: Actor, item: Item):
    +        super().__init__(entity)
    +
    +        self.item = item
    +
    +    def perform(self) -> None:
    +        self.entity.equipment.toggle_equip(self.item)
    +
    +
    +class WaitAction(Action):
    +    ...
    + +
    + +
    + +

    The action itself is very straightforward: It holds which item is being equipped/removed, and calls the toggle_equip method. The Equipment component handles most of the work here.

    +

    But how do we use this action? The simplest way would be to +expand the functionality of our original inventory menu. If the user +selects a piece of equipment from that menu, we’ll either equip the +item, or remove it, if it’s already equipped. We should also show the +user a visual representation of which items are already equipped.

    +

    Modify input_handlers.py like this:

    +
    + + + + +
    + +
    class InventoryEventHandler(AskUserEventHandler):
    +    def on_render(self, console: tcod.Console) -> None:
    +        ...
    +
    +        if number_of_items_in_inventory > 0:
    +            for i, item in enumerate(self.engine.player.inventory.items):
    +                item_key = chr(ord("a") + i)
    +-               console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
    +
    ++               is_equipped = self.engine.player.equipment.item_is_equipped(item)
    +
    ++               item_string = f"({item_key}) {item.name}"
    +
    ++               if is_equipped:
    ++                   item_string = f"{item_string} (E)"
    +
    ++               console.print(x + 1, y + i + 1, item_string)
    +        else:
    +            console.print(x + 1, y + 1, "(Empty)")
    +
    +    ...
    +
    +class InventoryActivateHandler(InventoryEventHandler):
    +    """Handle using an inventory item."""
    +
    +    TITLE = "Select an item to use"
    +
    +    def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +-       """Return the action for the selected item."""
    +-       return item.consumable.get_action(self.engine.player)
    ++       if item.consumable:
    ++           # Return the action for the selected item.
    ++           return item.consumable.get_action(self.engine.player)
    ++       elif item.equippable:
    ++           return actions.EquipAction(self.engine.player, item)
    ++       else:
    ++           return None
    +
    +
    +class InventoryDropHandler(InventoryEventHandler):
    +    ...
    +
    + +
    +
    + +
    class InventoryEventHandler(AskUserEventHandler):
    +    def on_render(self, console: tcod.Console) -> None:
    +        ...
    +
    +        if number_of_items_in_inventory > 0:
    +            for i, item in enumerate(self.engine.player.inventory.items):
    +                item_key = chr(ord("a") + i)
    +                console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
    +
    +                is_equipped = self.engine.player.equipment.item_is_equipped(item)
    +
    +                item_string = f"({item_key}) {item.name}"
    +
    +                if is_equipped:
    +                    item_string = f"{item_string} (E)"
    +
    +                console.print(x + 1, y + i + 1, item_string)
    +        else:
    +            console.print(x + 1, y + 1, "(Empty)")
    +
    +    ...
    +
    +class InventoryActivateHandler(InventoryEventHandler):
    +    """Handle using an inventory item."""
    +
    +    TITLE = "Select an item to use"
    +
    +    def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
    +        """Return the action for the selected item."""
    +        return item.consumable.get_action(self.engine.player)
    +        if item.consumable:
    +            # Return the action for the selected item.
    +            return item.consumable.get_action(self.engine.player)
    +        elif item.equippable:
    +            return actions.EquipAction(self.engine.player, item)
    +        else:
    +            return None
    +
    +
    +class InventoryDropHandler(InventoryEventHandler):
    +    ...
    + +
    + +
    + +

    The first change is modifying the render function to display an “(E)” + next to items that are equipped. Items that aren’t equipped are +displayed the same way as before.

    +

    The second change has to do with using the item. Before, we were just + assuming the item was a consumable. Now, if the item is a consumable, +we call the get_action method on the Consumable component, just like before. If it’s instead equippable, we call the EquipAction. If it’s neither, nothing happens.

    +

    Run the game now, you’ll be able to pick up and equip things. I recommend adjusting the values in procgen.py to make equipment spawn earlier and more often, just for testing purposes.

    +

    If you play around a bit, you might notice an odd bug: If the player +drops something that’s equipped… it stays equipped! That doesn’t make +sense, as dropping something should unequip it as well. Luckily, the fix + is quite simple: We can adjust our DropItem action to unequip an item if it’s being dropped and it’s equipped. Make the following additions to actions.py:

    +
    + + + + +
    + +
    class DropItem(ItemAction):
    +    def perform(self) -> None:
    ++       if self.entity.equipment.item_is_equipped(self.item):
    ++           self.entity.equipment.toggle_equip(self.item)
    +
    +        self.entity.inventory.drop(self.item)
    +
    + +
    +
    + +
    class DropItem(ItemAction):
    +    def perform(self) -> None:
    +        if self.entity.equipment.item_is_equipped(self.item):
    +            self.entity.equipment.toggle_equip(self.item)
    +
    +        self.entity.inventory.drop(self.item)
    + +
    + +
    + +

    One last thing we can do is give the player a bit of equipment to +start. We’ll spawn a dagger and leather armor, and immediately add them +to the player’s inventory.

    +
    + + + + +
    + +
    def new_game() -> Engine:
    +    ...
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +
    ++   dagger = copy.deepcopy(entity_factories.dagger)
    ++   leather_armor = copy.deepcopy(entity_factories.leather_armor)
    +
    ++   dagger.parent = player.inventory
    ++   leather_armor.parent = player.inventory
    +
    ++   player.inventory.items.append(dagger)
    ++   player.equipment.toggle_equip(dagger, add_message=False)
    +
    ++   player.inventory.items.append(leather_armor)
    ++   player.equipment.toggle_equip(leather_armor, add_message=False)
    +
    +    return engine
    +
    + +
    +
    + +
    def new_game() -> Engine:
    +    ...
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +
    +    dagger = copy.deepcopy(entity_factories.dagger)
    +    leather_armor = copy.deepcopy(entity_factories.leather_armor)
    +
    +    dagger.parent = player.inventory
    +    leather_armor.parent = player.inventory
    +
    +    player.inventory.items.append(dagger)
    +    player.equipment.toggle_equip(dagger, add_message=False)
    +
    +    player.inventory.items.append(leather_armor)
    +    player.equipment.toggle_equip(leather_armor, add_message=False)
    +
    +    return engine
    + +
    + +
    + +

    As mentioned earlier, we pass add_message=False to signify not to add a message to the message log.

    +

    Part 13 - End

    +

    With that, we’ve reached the end of the tutorial! Thank you so much for following along, and be sure to check out the extras section. More will be added there over time. If you have a suggestion for an extra, let me know!

    +

    Be sure to check out the Roguelike Development Subreddit for help, for inspiration, or to share your progress.

    +

    Best of luck on your roguelike development journey!

    +

    If you want to see the code so far in its entirety, click here.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
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    + + + +
    + +
    +
    +
    +

    + + Extra - A more "Traditional" Look + +

    +
    + +

    Prerequisites: Completion of part 4

    +

    The tutorial itself goes in a much different visual direction than +most roguelikes. If you like this look, great! If you want to make your +game look a bit more like other roguelikes you might be more familiar +with, this section is for you.

    +

    Most roguelikes define the floor tiles as a period (.) and the wall tiles as a pound sign (#). This is simple enough to implement, by adjusting our tile types like this:

    +
    + + + + +
    + +
    floor = new_tile(
    +    walkable=True,
    +    transparent=True,
    +-   dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +-   light=(ord(" "), (255, 255, 255), (200, 180, 50)),
    ++   dark=(ord("."), (100, 100, 100), (0, 0, 0)),
    ++   light=(ord("."), (200, 200, 200), (0, 0, 0)),
    +)
    +wall = new_tile(
    +    walkable=False,
    +    transparent=False,
    +-   dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +-   light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    ++   dark=(ord("#"), (100, 100, 100), (0, 0, 0)),
    ++   light=(ord("#"), (200, 200, 200), (0, 0, 0)),
    +)
    +down_stairs = new_tile(
    +    walkable=True,
    +    transparent=True,
    +-   dark=(ord(">"), (0, 0, 100), (50, 50, 150)),
    +-   light=(ord(">"), (255, 255, 255), (200, 180, 50)),
    ++   dark=(ord(">"), (100, 100, 100), (0, 0, 0)),
    ++   light=(ord(">"), (200, 200, 200), (0, 0, 0)),
    +)
    +
    + +
    +
    + +
    floor = new_tile(
    +    walkable=True,
    +    transparent=True,
    +    dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +    light=(ord(" "), (255, 255, 255), (200, 180, 50)),
    +    dark=(ord("."), (100, 100, 100), (0, 0, 0)),
    +    light=(ord("."), (200, 200, 200), (0, 0, 0)),
    +)
    +wall = new_tile(
    +    walkable=False,
    +    transparent=False,
    +    dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +    light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    +    dark=(ord("#"), (100, 100, 100), (0, 0, 0)),
    +    light=(ord("#"), (200, 200, 200), (0, 0, 0)),
    +)
    +down_stairs = new_tile(
    +    walkable=True,
    +    transparent=True,
    +    dark=(ord(">"), (0, 0, 100), (50, 50, 150)),
    +    light=(ord(">"), (255, 255, 255), (200, 180, 50)),
    +    dark=(ord(">"), (100, 100, 100), (0, 0, 0)),
    +    light=(ord(">"), (200, 200, 200), (0, 0, 0)),
    +)
    + +
    + +
    + +

    Note: If you haven’t completed part 11 yet, just ignore the down_stairs tile type.

    +

    The tile types are now represented by . and #, and the colors are a lighter gray if the tile is in the field of view, and a darker gray if it’s outside of it.

    +

    After these changes, the game will look like this:

    +

    Traditional Look

    +

    Note: Screenshot taken from a version of the game after part 13

    +

    You should experiment with different looks for your game, based on +what you think is visually appealing. Adjust colors, change symbols, and + modify the UI to your heart’s content!

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 14 - Extra - A more _Traditional_ Look · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 14 - Extra - A more _Traditional_ Look · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 14 - Extra - A more _Traditional_ Look · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark 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    + + +
    + + + +
    + +
    +
    +
    +

    + + Part 2 - The generic Entity, the render functions, and the map + +

    +
    + +

    Now that we can move our little ‘@’ symbol around, we need to give it +something to move around in. But before that, let’s stop for a moment +and think about the player object itself.

    +

    Right now, we just represent the player with the ‘@’ symbol, and its x +and y coordinates. Shouldn’t we tie those things together in an object, +along with some other data and functions that pertain to it?

    +

    Let’s create a generic class to represent not just the player, but just +about everything in our game world. Enemies, items, and whatever other +foreign entities we can dream of will be part of this class, which we’ll +call Entity.

    +

    Create a new file, and call it entity.py. In that file, put the +following class:

    +
    from typing import Tuple
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +    def __init__(self, x: int, y: int, char: str, color: Tuple[int, int, int]):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        # Move the entity by a given amount
    +        self.x += dx
    +        self.y += dy
    +

    The initializer (__init__) takes four arguments: x, y, char, and color.

    +
      +
    • x and y are pretty self explanatory: They represent the Entity’s “x” and “y” coordinates on the map.
    • +
    • char is the character we’ll use to represent the +entity. Our player will be an “@” symbol, whereas something like a Troll + (coming in a later chapter) can be the letter “T”.
    • +
    • color is the color we’ll use when drawing the Entity. We define color as a Tuple of three integers, representing the entity’s RGB values.
    • +
    +

    The other method is move, which takes dx and dy as arguments, and uses them to modify the Entity’s position. This should look familiar to what we did in the last chapter.

    +

    Let’s put our fancy new class into action! Modify the first part of +main.py to look like this:

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +from actions import EscapeAction, MovementAction
    ++from entity import Entity
    +from input_handlers import EventHandler
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +-   player_x = int(screen_width / 2)
    +-   player_y = int(screen_height / 2)
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    ++   player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    ++   npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    ++   entities = {npc, player}
    +
    +    with tcod.context.new_terminal(
    +        ...
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +from actions import EscapeAction, MovementAction
    +from entity import Entity
    +from input_handlers import EventHandler
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +    player_x = int(screen_width / 2)
    +    player_y = int(screen_height / 2)
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +    entities = {npc, player}
    +
    +    with tcod.context.new_terminal(
    +        ...
    + +
    + +
    + +

    We’re importing the Entity class into main.py, and using it to +initialize the player and a new NPC. We store these two in a set, that +will eventually hold all our entities on the map.

    +

    Also modify the part where we handle movement so that the Entity class +handles the actual movement.

    +
    + + + + +
    + +
                    if isinstance(action, MovementAction):
    +-                   player_x += action.dx
    +-                   player_y += action.dy
    ++                   player.move(dx=action.dx, dy=action.dy)
    +
    + +
    +
    + +
                    if isinstance(action, MovementAction):
    +                    player_x += action.dx
    +                    player_y += action.dy
    +                    player.move(dx=action.dx, dy=action.dy)
    + +
    + +
    + +

    Lastly, update the drawing functions to use the new player object:

    +
    + + + + +
    + +
            while True:
    +-           root_console.print(x=player_x, y=player_y, string="@")
    ++           root_console.print(x=player.x, y=player.y, string=player.char, fg=player.color)
    +
    +            context.present(root_console)
    +
    + +
    +
    + +
            while True:
    +            root_console.print(x=player_x, y=player_y, string="@")
    +            root_console.print(x=player.x, y=player.y, string=player.char, fg=player.color)
    +
    +            context.present(root_console)
    + +
    + +
    + +

    If you run the project now, only the player gets drawn. We’ll need to + modify things to draw both entities, and eventually, draw the map we’re + going to create as well.

    +

    Before doing that, it’s worth stopping and taking a moment to think about our overall design. Currently, our main.py file is responsible for:

    +
      +
    • Setting up the initial variables, like screen size and the tileset.
    • +
    • Creating the entities
    • +
    • Drawing the screen and everything on it.
    • +
    • Reacting to the player’s input.
    • +
    +

    Soon, we’re going to need to add a map as well. It’s starting to become a bit much.

    +

    One thing we can do is pass of some of these responsibilities to +another class, which will be responsible for “running” our game. The main.py file can still set things up and tell that new class what to do, but this design should help keep the main.py file from getting too large over time.

    +

    Let’s create an Engine class, which will take the +responsibilities of drawing the map and entities, as well as handling +the player’s input. Create a new file, and call it engine.py. In that file, put the following contents:

    +
    from typing import Set, Iterable, Any
    +
    +from tcod.context import Context
    +from tcod.console import Console
    +
    +from actions import EscapeAction, MovementAction
    +from entity import Entity
    +from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    +        self.player = player
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            if isinstance(action, MovementAction):
    +                self.player.move(dx=action.dx, dy=action.dy)
    +
    +            elif isinstance(action, EscapeAction):
    +                raise SystemExit()
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        for entity in self.entities:
    +            console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    +        context.present(console)
    +
    +        console.clear()
    +

    Let’s walk through the class a bit, to understand what we’re trying to get at here.

    +
    class Engine:
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    +        self.player = player
    +

    The __init__ function takes three arguments:

    +
      +
    • entities is a set (of entities), which behaves kind of +like a list that enforces uniqueness. That is, we can’t add an Entity to + the set twice, whereas a list would allow that. In our case, having an +entity in entities twice doesn’t make sense.
    • +
    • event_handler is the same event_handler that we used in main.py. It will handle our events.
    • +
    • player is the player Entity. We have a separate reference to it outside of entities for ease of access. We’ll need to access player a lot more than a random entity in entities.
    • +
    +
        def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            if isinstance(action, MovementAction):
    +                self.player.move(dx=action.dx, dy=action.dy)
    +
    +            elif isinstance(action, EscapeAction):
    +                raise SystemExit()
    +

    This should look familiar: It’s almost identical to our event processing in main.py. We pass the events to it so it can iterate through them, and it uses self.event_handler to handle the events.

    +
        def render(self, console: Console, context: Context) -> None:
    +        for entity in self.entities:
    +            console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    +        context.present(console)
    +
    +        console.clear()
    +

    This handles drawing our screen. We iterate through the self.entities and print them to their proper locations, then present the context, and clear the console, like we did in main.py.

    +

    To make use of our new Engine class, we’ll need to modify main.py quite a bit.

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +-from actions import EscapeAction, MovementAction
    ++from engine import Engine
    +from entity import Entity
    +from input_handlers import EventHandler
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +    entities = {npc, player}
    +
    ++   engine = Engine(entities=entities, event_handler=event_handler, player=player)
    +
    +    with tcod.context.new_terminal(
    +        screen_width,
    +        screen_height,
    +        tileset=tileset,
    +        title="Yet Another Roguelike Tutorial",
    +        vsync=True,
    +    ) as context:
    +        root_console = tcod.Console(screen_width, screen_height, order="F")
    +        while True:
    +-           root_console.print(x=player_x, y=player_y, string="@")
    ++           engine.render(console=root_console, context=context)
    +
    +-           context.present(root_console)
    ++           events = tcod.event.wait()
    +
    ++           engine.handle_events(events)
    +-           root_console.clear()
    +
    +-           for event in tcod.event.wait():
    +-               action = event_handler.dispatch(event)
    +
    +-               if action is None:
    +-                   continue
    +
    +-               if isinstance(action, MovementAction):
    +-                   player_x += action.dx
    +-                   player_y += action.dy
    +
    +-               elif isinstance(action, EscapeAction):
    +-                   raise SystemExit()
    +
    +
    +if __name__ == "__main__":
    +    main()
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +from actions import EscapeAction, MovementAction
    +from engine import Engine
    +from entity import Entity
    +from input_handlers import EventHandler
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +    entities = {npc, player}
    +
    +    engine = Engine(entities=entities, event_handler=event_handler, player=player)
    +
    +    with tcod.context.new_terminal(
    +        screen_width,
    +        screen_height,
    +        tileset=tileset,
    +        title="Yet Another Roguelike Tutorial",
    +        vsync=True,
    +    ) as context:
    +        root_console = tcod.Console(screen_width, screen_height, order="F")
    +        while True:
    +            root_console.print(x=player_x, y=player_y, string="@")
    +            engine.render(console=root_console, context=context)
    +
    +            context.present(root_console)
    +            events = tcod.event.wait()
    +
    +            engine.handle_events(events)
    +            root_console.clear()
    +
    +            for event in tcod.event.wait():
    +                action = event_handler.dispatch(event)
    +
    +                if action is None:
    +                    continue
    +
    +                if isinstance(action, MovementAction):
    +                    player_x += action.dx
    +                    player_y += action.dy
    +
    +                elif isinstance(action, EscapeAction):
    +                    raise SystemExit()
    +
    +
    +if __name__ == "__main__":
    +    main()
    + +
    + +
    + +

    Because we’ve moved the rendering and event handling code to the Engine class, we no longer need it in main.py. All we need to do is create the Engine instance, pass the needed variables to it, and use the methods we wrote for it.

    +

    Run the project now, and your screen should look like this:

    +

    Part 2 - Both Entities

    +

    Our main.py file is looking a lot smaller and simpler, +and we’ve rendered both the player and the NPC to the screen. With that, + we’ll want to move on to creating a map for our entity to move around +in. We won’t do the procedural dungeon generation in this chapter +(that’s next), but we’ll at least get our class that will hold that map +set up.

    +

    We can represent the map with a new class, called GameMap. + The map itself will be made up of tiles, which will contain certain +data about if the tile is “walkable” (True if it’s a floor, False if its + a wall), “transparency” (again, True for floors, False for walls), and +how to render the tile to the screen.

    +

    We’ll create the tiles first. Create a new file called tile_types.py and fill it with the following contents:

    +
    from typing import Tuple
    +
    +import numpy as np  # type: ignore
    +
    +# Tile graphics structured type compatible with Console.tiles_rgb.
    +graphic_dt = np.dtype(
    +    [
    +        ("ch", np.int32),  # Unicode codepoint.
    +        ("fg", "3B"),  # 3 unsigned bytes, for RGB colors.
    +        ("bg", "3B"),
    +    ]
    +)
    +
    +# Tile struct used for statically defined tile data.
    +tile_dt = np.dtype(
    +    [
    +        ("walkable", np.bool),  # True if this tile can be walked over.
    +        ("transparent", np.bool),  # True if this tile doesn't block FOV.
    +        ("dark", graphic_dt),  # Graphics for when this tile is not in FOV.
    +    ]
    +)
    +
    +
    +def new_tile(
    +    *,  # Enforce the use of keywords, so that parameter order doesn't matter.
    +    walkable: int,
    +    transparent: int,
    +    dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +) -> np.ndarray:
    +    """Helper function for defining individual tile types """
    +    return np.array((walkable, transparent, dark), dtype=tile_dt)
    +
    +
    +floor = new_tile(
    +    walkable=True, transparent=True, dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +)
    +wall = new_tile(
    +    walkable=False, transparent=False, dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +)
    +

    That’s quite a lot to take in all at once. Let’s go through it.

    +
    # Tile graphics structured type compatible with Console.tiles_rgb.
    +graphic_dt = np.dtype(
    +    [
    +        ("ch", np.int32),  # Unicode codepoint.
    +        ("fg", "3B"),  # 3 unsigned bytes, for RGB colors.
    +        ("bg", "3B"),
    +    ]
    +)
    +

    dtype creates a data type which Numpy can use, which behaves similarly to a struct in a language like C. Our data type is made up of three parts:

    +
      +
    • ch: The character, represented in integer format. We’ll translate it from the integer into Unicode.
    • +
    • fg: The foreground color. “3B” means 3 unsigned bytes, which can be used for RGB color codes.
    • +
    • bg: The background color. Similar to fg.
    • +
    +

    We take this new data type and use it in the next bit:

    +
    # Tile struct used for statically defined tile data.
    +tile_dt = np.dtype(
    +    [
    +        ("walkable", np.bool),  # True if this tile can be walked over.
    +        ("transparent", np.bool),  # True if this tile doesn't block FOV.
    +        ("dark", graphic_dt),  # Graphics for when this tile is not in FOV.
    +    ]
    +)
    +

    This is yet another dtype, which we’ll use in the actual tile itself. It’s also made up of three parts:

    +
      +
    • walkable: A boolean that describes if the player can walk across this tile.
    • +
    • transparent: A boolean that describes if this tile does + or does not block the field of view. Not used in this chapter, but will + be in chapter 4.
    • +
    • dark: This uses our previously defined dtype, which holds the character to print, the foreground color, and the background color. Why is it called dark? Because later on, we’ll want to differentiate between tiles that are and aren’t in the field of view. dark will represent tiles that are not in the current field of view. Again, we’ll cover that in part 4.
    • +
    +
    def new_tile(
    +    *,  # Enforce the use of keywords, so that parameter order doesn't matter.
    +    walkable: int,
    +    transparent: int,
    +    dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +) -> np.ndarray:
    +    """Helper function for defining individual tile types """
    +    return np.array((walkable, transparent, dark), dtype=tile_dt)
    +

    This is a helper function, that we’ll use in the next section to define our tile types. It takes the parameters walkable, transparent, and dark, which should look familiar, since they’re the same data points we used in tile_dt. It creates a Numpy array of just the one tile_dt element, and returns it.

    +
    floor = new_tile(
    +    walkable=True, transparent=True, dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +)
    +wall = new_tile(
    +    walkable=False, transparent=False, dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +)
    +

    Finally, we arrive to our actual tile types. We’ve got two: floor and wall.

    +

    floor is both walkable and transparent. Its dark + attribute consists of the space character (feel free to change this to +something else, a lot of roguelikes use “#”) and defines its foreground +color as white (won’t matter since it’s an empty space) and a background + color.

    +

    wall is neither walkable nor transparent, and its dark attribute differs from floor slightly in its background color.

    +

    Now let’s use our newly created tiles by creating our map class. Create a file called game_map.py and fill it with the following:

    +
    import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    +
    +class GameMap:
    +    def __init__(self, width: int, height: int):
    +        self.width, self.height = width, height
    +        self.tiles = np.full((width, height), fill_value=tile_types.floor, order="F")
    +
    +        self.tiles[30:33, 22] = tile_types.wall
    +
    +    def in_bounds(self, x: int, y: int) -> bool:
    +        """Return True if x and y are inside of the bounds of this map."""
    +        return 0 <= x < self.width and 0 <= y < self.height
    +
    +    def render(self, console: Console) -> None:
    +        console.tiles_rgb[0:self.width, 0:self.height] = self.tiles["dark"]
    +

    Let’s break down GameMap a bit:

    +
        def __init__(self, width: int, height: int):
    +        self.width, self.height = width, height
    +        self.tiles = np.full((width, height), fill_value=tile_types.floor, order="F")
    +
    +        self.tiles[30:33, 22] = tile_types.wall
    +

    The initializer takes width and height integers and assigns them, in one line.

    +

    The self.tiles line might look a little strange if +you’re not used to Numpy. Basically, we create a 2D array, filled with +the same values, which in this case, is the tile_types.floor that we created earlier. This will fill self.tiles with floor tiles.

    +

    self.tiles[30:33, 22] = tile_types.wall creates a small, + three tile wide wall at the specified location. We won’t normally +hard-code walls like this, the wall is just for demonstration purposes. +We’ll remove it in the next part.

    +
        def in_bounds(self, x: int, y: int) -> bool:
    +        """Return True if x and y are inside of the bounds of this map."""
    +        return 0 <= x < self.width and 0 <= y < self.height
    +

    As the docstring alludes to, this method returns True + if the given x and y values are within the map’s boundaries. We can use + this to ensure the player doesn’t move beyond the map, into the void.

    +
        def render(self, console: Console) -> None:
    +        console.tiles_rgb[0:self.width, 0:self.height] = self.tiles["dark"]
    +

    Using the Console class’s tiles_rgb method, we can quickly render the entire map. This method proves much faster than using the console.print method that we use for the individual entities.

    +

    With our GameMap class ready to go, let’s modify main.py to make use of it. We’ll also need to modify Engine to hold the map. Let’s start with main.py though:

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +from engine import Engine
    +from entity import Entity
    ++from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    ++   map_width = 80
    ++   map_height = 45
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +    entities = {npc, player}
    +
    ++   game_map = GameMap(map_width, map_height)
    +
    +-   engine = Engine(entities=entities, event_handler=event_handler, player=player)
    ++   engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +
    +    with tcod.context.new_terminal(
    +        screen_width,
    +        screen_height,
    +        tileset=tileset,
    +        title="Yet Another Roguelike Tutorial",
    +        vsync=True,
    +    ) as context:
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +from engine import Engine
    +from entity import Entity
    +from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +
    +def main() -> None:
    +    screen_width = 80
    +    screen_height = 50
    +
    +    map_width = 80
    +    map_height = 45
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +    entities = {npc, player}
    +
    +    game_map = GameMap(map_width, map_height)
    +
    +    engine = Engine(entities=entities, event_handler=event_handler, player=player)
    +    engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +
    +    with tcod.context.new_terminal(
    +        screen_width,
    +        screen_height,
    +        tileset=tileset,
    +        title="Yet Another Roguelike Tutorial",
    +        vsync=True,
    +    ) as context:
    + +
    + +
    + +

    We’ve added map_width and map_height, two integers, which we use in the GameMap class to describe its width and height. The game_map variable holds our initialized GameMap, and we then pass it into engine. The Engine class doesn’t yet accept a GameMap in its __init__ function, so let’s fix that now.

    +
    + + + + +
    + +
    from typing import Set, Iterable, Any
    +
    +from tcod.context import Context
    +from tcod.console import Console
    +
    +from actions import EscapeAction, MovementAction
    +from entity import Entity
    ++from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +
    +class Engine:
    +-   def __init__(self, entities: Set[Entity], event_handler: EventHandler, player: Entity):
    ++   def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    ++       self.game_map = game_map
    +        self.player = player
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            if isinstance(action, MovementAction):
    +-               self.player.move(dx=action.dx, dy=action.dy)
    ++               if self.game_map.tiles["walkable"][self.player.x + action.dx, self.player.y + action.dy]:
    ++                   self.player.move(dx=action.dx, dy=action.dy)
    +
    +            elif isinstance(action, EscapeAction):
    +                raise SystemExit()
    +
    +    def render(self, console: Console, context: Context) -> None:
    ++       self.game_map.render(console)
    +
    +        for entity in self.entities:
    +            console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    +        context.present(console)
    +
    +        console.clear()
    +
    + +
    +
    + +
    from typing import Set, Iterable, Any
    +
    +from tcod.context import Context
    +from tcod.console import Console
    +
    +from actions import EscapeAction, MovementAction
    +from entity import Entity
    +from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, player: Entity):
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            if isinstance(action, MovementAction):
    +                self.player.move(dx=action.dx, dy=action.dy)
    +                if self.game_map.tiles["walkable"][self.player.x + action.dx, self.player.y + action.dy]:
    +                    self.player.move(dx=action.dx, dy=action.dy)
    +
    +            elif isinstance(action, EscapeAction):
    +                raise SystemExit()
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        for entity in self.entities:
    +            console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    +        context.present(console)
    +
    +        console.clear()
    + +
    + +
    + +

    We’ve imported the GameMap class, and we’re now passing an instance of it in the Engine class’s initializer. From there, we utilize it in two ways:

    +
      +
    • In handle_events, we use it to check if the tile is “walkable”, and only then do we move the player.
    • +
    • In render, we call the GameMap’s render method to draw it to the screen.
    • +
    +

    If you run the project now, it should look like this:

    +

    Part 2 - Both Entities and Map

    +

    The darker squares represent the wall, which, if you try to move your character through, should prove to be impenetrable.

    +

    Before we finish this up, there’s one last improvement we can make, thanks to our new Engine class: We can expand our Action classes to do a bit more of the heavy lifting, rather than leaving it to the Engine. This is because we can pass the Engine to the Action, providing it with the context it needs to do what we want.

    +

    Here’s what that looks like:

    +
    + + + + +
    + +
    +from __future__ import annotations
    +
    ++from typing import TYPE_CHECKING
    +
    ++if TYPE_CHECKING:
    ++   from engine import Engine
    ++   from entity import Entity
    +
    +
    +class Action:
    +-   pass
    ++   def perform(self, engine: Engine, entity: Entity) -> None:
    ++       """Perform this action with the objects needed to determine its scope.
    +
    ++       `engine` is the scope this action is being performed in.
    +
    ++       `entity` is the object performing the action.
    +
    ++       This method must be overridden by Action subclasses.
    ++       """
    ++       raise NotImplementedError()
    +
    +
    +class EscapeAction(Action):
    +-   pass
    ++   def perform(self, engine: Engine, entity: Entity) -> None:
    ++       raise SystemExit()
    +
    +
    +class MovementAction(Action):
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    ++   def perform(self, engine: Engine, entity: Entity) -> None:
    ++       dest_x = entity.x + self.dx
    ++       dest_y = entity.y + self.dy
    +
    ++       if not engine.game_map.in_bounds(dest_x, dest_y):
    ++           return  # Destination is out of bounds.
    ++       if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    ++           return  # Destination is blocked by a tile.
    +
    ++       entity.move(self.dx, self.dy)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +
    +class Action:
    +    pass
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        """Perform this action with the objects needed to determine its scope.
    +
    +        `engine` is the scope this action is being performed in.
    +
    +        `entity` is the object performing the action.
    +
    +        This method must be overridden by Action subclasses.
    +        """
    +        raise NotImplementedError()
    +
    +
    +class EscapeAction(Action):
    +    pass
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise SystemExit()
    +
    +
    +class MovementAction(Action):
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +
    +        entity.move(self.dx, self.dy)
    + +
    + +
    + +

    Now we’re passing in the Engine and the Entity performing the action to each Action subclass. Each subclass needs to implement its own version of the perform method. In the case of EscapeAction, we’re just raising SystemExit. In the case of MovementAction, + we double check that the move is “in bounds” and on a “walkable” tile, +and if either is true, we return without doing anything. If neither of +those cases prove true, then we move the entity, as before.

    +

    So what does this new technique do for us? As it turns out, we can simplify the Engine.handle_events method like this:

    +
    + + + + +
    + +
    ...
    +-from actions import EscapeAction, MovementAction
    +from entity import Entity
    +from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    ...
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    ++           action.perform(self, self.player)
    +-           if isinstance(action, MovementAction):
    +-               if self.game_map.tiles["walkable"][self.player.x + action.dx, self.player.y + action.dy]:
    +-                   self.player.move(dx=action.dx, dy=action.dy)
    +
    +-           elif isinstance(action, EscapeAction):
    +-               raise SystemExit()
    +
    + +
    +
    + +
    ...
    +from actions import EscapeAction, MovementAction
    +from entity import Entity
    +from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    ...
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform(self, self.player)
    +            if isinstance(action, MovementAction):
    +                if self.game_map.tiles["walkable"][self.player.x + action.dx, self.player.y + action.dy]:
    +                    self.player.move(dx=action.dx, dy=action.dy)
    +
    +            elif isinstance(action, EscapeAction):
    +                raise SystemExit()
    + +
    + +
    + +

    Much simpler! Run the project again, and it should function the same as before.

    +

    With that, Part 2 is now complete! We’ve managed to lay the +groundwork for generating dungeons and moving through them, which, as it + happens, is what the next part is all about.

    +

    If you want to see the code so far in its entirety, click +here.

    +

    Click here to move on to the next part of this +tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 2 - The generic Entity, the render functions, and the map · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 2 - The generic Entity, the render functions, and the map · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 2 - The generic Entity, the render functions, and the map · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark 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+ + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 3 - Generating a dungeon + +

    +
    + +

    Note: This part of the tutorial relies on TCOD version 11.14 +or higher. You might need to upgrade the library (and your +requirements.txt file, if you’re using one).

    +

    Remember how we created a wall in the last part? We won’t need that +anymore. Additionally, our dungeon generator will start by filling the +entire map with “wall” tiles and “carving” out rooms, so we can modify +our GameMap class to fill in walls instead of floors.

    +
    + + + + +
    + +
    class GameMap:
    +    def __init__(self, width: int, height: int):
    +        self.width, self.height = width, height
    +-       self.tiles = np.full((width, height), fill_value=tile_types.floor, order="F")
    ++       self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +-       self.tiles[30:33, 22] = tile_types.wall
    +        ...
    +
    + +
    +
    + +
    class GameMap:
    +    def __init__(self, width: int, height: int):
    +        self.width, self.height = width, height
    +        self.tiles = np.full((width, height), fill_value=tile_types.floor, order="F")
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +        self.tiles[30:33, 22] = tile_types.wall
    +        ...
    + +
    + +
    + +

    Now, on to our dungeon generator.

    +

    The original version of this tutorial put all of the dungeon generation in the GameMap + class. In fact, this was my plan for this tutorial as well. But, as +HexDecimal (author of the TCOD library) pointed out in a pull request, +that’s not very extensible. It puts a lot of code in GameMap + where it doesn’t necessarily belong, and the class will grow to huge +proportions if you ever decide to add an alternate dungeon generator.

    +

    The better approach is to put our new code in a separate file, and utilize GameMap there. Let’s create a new file, called procgen.py, which will house our procedural generator.

    +

    Let’s start by creating a class which we’ll use to create our rooms. We can call it RectangularRoom:

    +
    from typing import Tuple
    +
    +
    +class RectangularRoom:
    +    def __init__(self, x: int, y: int, width: int, height: int):
    +        self.x1 = x
    +        self.y1 = y
    +        self.x2 = x + width
    +        self.y2 = y + height
    +
    +    @property
    +    def center(self) -> Tuple[int, int]:
    +        center_x = int((self.x1 + self.x2) / 2)
    +        center_y = int((self.y1 + self.y2) / 2)
    +
    +        return center_x, center_y
    +
    +    @property
    +    def inner(self) -> Tuple[slice, slice]:
    +        """Return the inner area of this room as a 2D array index."""
    +        return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +

    The __init__ function +takes the x and y coordinates of the top left corner, and computes the +bottom right corner based on the w and h parameters (width and height).

    +

    center is a “property”, which essentially acts like a read-only variable for our RectangularRoom class. It describes the “x” and “y” coordinates of the center of a room. It will be useful later on.

    +

    The inner property returns two “slices”, which represent + the inner portion of our room. This is the part that we’ll be “digging +out” for our room in our dungeon generator. It gives us an easy way to +get the area to carve out, which we’ll demonstrate soon.

    +

    We’ll be adding more to this class shortly, but to get us started, that’s all we need.

    +

    What’s with the + 1 on self.x1 and self.y1? + Think about what we’re saying when we tell our program that we want a +room at coordinates (1, 1) that goes to (6, 6). You might assume that +would carve out a room like this one (remember that lists are 0-indexed, + so (0, 0) is a wall in this case):

    +
      0 1 2 3 4 5 6 7
    +0 # # # # # # # #
    +1 # . . . . . . #
    +2 # . . . . . . #
    +3 # . . . . . . #
    +4 # . . . . . . #
    +5 # . . . . . . #
    +6 # . . . . . . #
    +7 # # # # # # # #
    +

    That’s all fine and good, but what +happens if we put a room right next to it? Let’s say this room starts at + (7, 1) and goes to (9, 6)

    +
      0 1 2 3 4 5 6 7 8 9 10
    +0 # # # # # # # # # # #
    +1 # . . . . . . . . . #
    +2 # . . . . . . . . . #
    +3 # . . . . . . . . . #
    +4 # . . . . . . . . . #
    +5 # . . . . . . . . . #
    +6 # . . . . . . . . . #
    +7 # # # # # # # # # # #
    +

    There’s no wall separating the two! +That means that if two rooms are one right next to the other, then there + won’t be a wall between them! So long story short, our function needs +to take the walls into account when digging out a room. So if we have a +rectangle with coordinates x1 = 1, x2 = 6, y1 = 1, and y2 = 6, then the +room should actually look like this:

    +
      0 1 2 3 4 5 6 7
    +0 # # # # # # # #
    +1 # # # # # # # #
    +2 # # . . . . # #
    +3 # # . . . . # #
    +4 # # . . . . # #
    +5 # # . . . . # #
    +6 # # # # # # # #
    +7 # # # # # # # #
    +

    This ensures that we’ll always have +at least a one tile wide wall between our rooms, unless we choose to +create overlapping rooms. In order to accomplish this, we add + 1 to x1 +and y1.

    +

    Before we dive into a truly procedurally generated dungeon, let’s +begin with a simple map that consists of two rooms, connected by a +tunnel. We can create a new function to create our dungeon, intuitively +named generate_dungeon, which will return a GameMap. As arguments, it will take the needed width and the height to create the GameMap, and it will utilize the RectangularRoom class to create the needed rooms. Here’s what that looks like:

    +
    + + + + +
    + +
    from typing import Tuple
    +
    ++from game_map import GameMap
    ++import tile_types
    +
    +
    +class RectangularRoom:
    +    def __init__(self, x: int, y: int, width: int, height: int):
    +        self.x1 = x
    +        self.y1 = y
    +        self.x2 = x + width
    +        self.y2 = y + height
    +
    +    @property
    +    def inner(self) -> Tuple[slice, slice]:
    +        """Return the inner area of this room as a 2D array index."""
    +        return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +
    +
    ++def generate_dungeon(map_width, map_height) -> GameMap:
    ++   dungeon = GameMap(map_width, map_height)
    +
    ++   room_1 = RectangularRoom(x=20, y=15, width=10, height=15)
    ++   room_2 = RectangularRoom(x=35, y=15, width=10, height=15)
    +
    ++   dungeon.tiles[room_1.inner] = tile_types.floor
    ++   dungeon.tiles[room_2.inner] = tile_types.floor
    +
    ++   return dungeon
    +
    + +
    +
    + +
    from typing import Tuple
    +
    +from game_map import GameMap
    +import tile_types
    +
    +
    +class RectangularRoom:
    +    def __init__(self, x: int, y: int, width: int, height: int):
    +        self.x1 = x
    +        self.y1 = y
    +        self.x2 = x + width
    +        self.y2 = y + height
    +
    +    @property
    +    def inner(self) -> Tuple[slice, slice]:
    +        """Return the inner area of this room as a 2D array index."""
    +        return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +
    +
    +def generate_dungeon(map_width, map_height) -> GameMap:
    +    dungeon = GameMap(map_width, map_height)
    +
    +    room_1 = RectangularRoom(x=20, y=15, width=10, height=15)
    +    room_2 = RectangularRoom(x=35, y=15, width=10, height=15)
    +
    +    dungeon.tiles[room_1.inner] = tile_types.floor
    +    dungeon.tiles[room_2.inner] = tile_types.floor
    +
    +    return dungeon
    + +
    + +
    + +

    Now we can modify main.py to utilize our now generate_dungeon function.

    +
    + + + +
    +
    #!/usr/bin/env python3
    +import tcod
    +
    +from engine import Engine
    +from entity import Entity
    +-from game_map import GameMap
    +from input_handlers import EventHandler
    ++from procgen import generate_dungeon
    +
    +
    +def main() -> None:
    +   ...
    +
    +   entities = {npc, player}
    +
    +-   game_map = GameMap(map_width, map_height)
    ++   game_map = generate_dungeon(map_width, map_height)
    +
    +   engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +   ...
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import tcod
    +
    +from engine import Engine
    +from entity import Entity
    +from game_map import GameMap
    +from input_handlers import EventHandler
    +from procgen import generate_dungeon
    +
    +
    +def main() -> None:
    +    ...
    +
    +    entities = {npc, player}
    +
    +    game_map = GameMap(map_width, map_height)
    +    game_map = generate_dungeon(map_width, map_height)
    +
    +    engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +    ...
    + +
    + +
    + +

    Now is a good time to run your code and make sure everything works as + expected. The changes we’ve made puts two sample rooms on the map, with + our player in one of them (our poor NPC is stuck in a wall though).

    +

    Part 3 - Two Rooms

    +

    I’m sure you’ve noticed already, but the rooms are not connected. +What’s the use of creating a dungeon if we’re stuck in one room? Not to +worry, let’s write some code to generate tunnels from one room to +another. Add the following function to procgen.py:

    +
    + + + + +
    + +
    +import random
    +-from typing import Tuple
    ++from typing import Iterator, Tuple
    +
    ++import tcod
    +
    +from game_map import GameMap
    +import tile_types
    +
    +...
    +
    +        ...
    +        return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +
    +
    ++def tunnel_between(
    ++   start: Tuple[int, int], end: Tuple[int, int]
    ++) -> Iterator[Tuple[int, int]]:
    ++   """Return an L-shaped tunnel between these two points."""
    ++   x1, y1 = start
    ++   x2, y2 = end
    ++   if random.random() < 0.5:  # 50% chance.
    ++       # Move horizontally, then vertically.
    ++       corner_x, corner_y = x2, y1
    ++   else:
    ++       # Move vertically, then horizontally.
    ++       corner_x, corner_y = x1, y2
    +
    ++   # Generate the coordinates for this tunnel.
    ++   for x, y in tcod.los.bresenham((x1, y1), (corner_x, corner_y)).tolist():
    ++       yield x, y
    ++   for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
    ++       yield x, y
    +
    +
    +def generate_dungeon(map_width, map_height) -> GameMap:
    +    ...
    +
    + +
    +
    + +
    import random
    +from typing import Tuple
    +from typing import Iterator, Tuple
    +
    +import tcod
    +
    +from game_map import GameMap
    +import tile_types
    +
    +...
    +
    +        ...
    +        return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +
    +
    +def tunnel_between(
    +    start: Tuple[int, int], end: Tuple[int, int]
    +) -> Iterator[Tuple[int, int]]:
    +    """Return an L-shaped tunnel between these two points."""
    +    x1, y1 = start
    +    x2, y2 = end
    +    if random.random() < 0.5:  # 50% chance.
    +        # Move horizontally, then vertically.
    +        corner_x, corner_y = x2, y1
    +    else:
    +        # Move vertically, then horizontally.
    +        corner_x, corner_y = x1, y2
    +
    +    # Generate the coordinates for this tunnel.
    +    for x, y in tcod.los.bresenham((x1, y1), (corner_x, corner_y)).tolist():
    +        yield x, y
    +    for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
    +        yield x, y
    +
    +
    +def generate_dungeon(map_width, map_height) -> GameMap:
    +    ...
    + +
    + +
    + +

    Let’s dive into this method.

    +
    def tunnel_between(
    +    start: Tuple[int, int], end: Tuple[int, int]
    +) -> Iterator[Tuple[int, int]]:
    +

    The function takes two arguments, +both Tuples consisting of two integers. It should return an Iterator of a + Tuple of two ints. All the Tuples will be “x” and “y” coordinates on +the map.

    +
        """Return an L-shaped tunnel between these two points."""
    +    x1, y1 = start
    +    x2, y2 = end
    +

    We grab the coordinates out of the Tuples. Simple enough.

    +
        if random.random() < 0.5:  # 50% chance.
    +        # Move horizontally, then vertically.
    +        corner_x, corner_y = x2, y1
    +    else:
    +        # Move vertically, then horizontally.
    +        corner_x, corner_y = x1, y2
    +

    We’re randomly picking between two +options: Moving horizontally, then vertically, or the opposite. Based on + what’s chosen, we’ll set the corner_x and corner_y values to different points.

    +
        # Generate the coordinates for this tunnel.
    +    for x, y in tcod.los.bresenham((x1, y1), (corner_x, corner_y)).tolist():
    +        yield x, y
    +    for x, y in tcod.los.bresenham((corner_x, corner_y), (x2, y2)).tolist():
    +        yield x, y
    +

    This part is where the “magic” happens.

    +

    tcod includes a function in its line-of-sight module to draw Bresenham lines. + While we’re not working with line-of-sight in this case, the function +still proves useful to get a line from one point to another. In this +case, we get one line, then another, to create an “L” shaped tunnel. .tolist() converts the points in the line into, as you might have already guessed, a list.

    +

    What’s with the yield lines though? Yield expressions + are an interesting part of Python, which allows you to return a +“generator”. Essentially, rather than returning the values and exiting +the function altogether, we return the values, but keep the local state. + This allows the function to pick up where it left off when called +again, instead of starting from the beginning, as most functions do.

    +

    Why is this helpful? In the next section, we’re going to iterate the x and y values that we receive from the tunnel_between function to dig out our tunnel.

    +

    Let’s put this code to use by drawing a tunnel between our two rooms.

    +
    + + + +
    +
       ...
    +   dungeon.tiles[room_2.inner] = tile_types.floor
    +
    ++   for x, y in tunnel_between(room_2.center, room_1.center):
    ++       dungeon.tiles[x, y] = tile_types.floor
    +
    +   return dungeon
    +
    + +
    +
    + +
        ...
    +    dungeon.tiles[room_2.inner] = tile_types.floor
    +
    +    for x, y in tunnel_between(room_2.center, room_1.center):
    +        dungeon.tiles[x, y] = tile_types.floor
    +
    +    return dungeon
    + +
    + +
    + +

    Run the project, and you’ll see a horizontal tunnel that connects the two rooms. It’s starting to come together!

    +

    Part 3 - Two Rooms

    +

    Now that we’ve demonstrated to ourselves that our room and tunnel +functions work as intended, it’s time to move on to an actual dungeon +generation algorithm. Ours will be fairly simple; we’ll place rooms one +at a time, making sure they don’t overlap, and connect them with +tunnels.

    +

    We’ll want a method that tells us if our room is intersecting with another room. Enter the following into the RectangularRoom class:

    +
    + + + +
    +
    +from __future__ import annotations
    +
    +import random
    +from typing import Iterator, Tuple
    +
    +import tcod
    +
    +from game_map import GameMap
    +import tile_types
    +
    +
    +class RectangularRoom:
    +   def __init__(self, x: int, y: int, width: int, height: int):
    +       self.x1 = x
    +       self.y1 = y
    +       self.x2 = x + width
    +       self.y2 = y + height
    +
    +   @property
    +   def center(self) -> Tuple[int, int]:
    +       center_x = int((self.x1 + self.x2) / 2)
    +       center_y = int((self.y1 + self.y2) / 2)
    +
    +       return center_x, center_y
    +
    +   @property
    +   def inner(self) -> Tuple[slice, slice]:
    +       """Return the inner area of this room as a 2D array index."""
    +       return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +
    ++   def intersects(self, other: RectangularRoom) -> bool:
    ++       """Return True if this room overlaps with another RectangularRoom."""
    ++       return (
    ++           self.x1 <= other.x2
    ++           and self.x2 >= other.x1
    ++           and self.y1 <= other.y2
    ++           and self.y2 >= other.y1
    ++       )
    +
    +
    +def tunnel_between(
    +   ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import random
    +from typing import Iterator, Tuple
    +
    +import tcod
    +
    +from game_map import GameMap
    +import tile_types
    +
    +
    +class RectangularRoom:
    +    def __init__(self, x: int, y: int, width: int, height: int):
    +        self.x1 = x
    +        self.y1 = y
    +        self.x2 = x + width
    +        self.y2 = y + height
    +
    +    @property
    +    def center(self) -> Tuple[int, int]:
    +        center_x = int((self.x1 + self.x2) / 2)
    +        center_y = int((self.y1 + self.y2) / 2)
    +
    +        return center_x, center_y
    +
    +    @property
    +    def inner(self) -> Tuple[slice, slice]:
    +        """Return the inner area of this room as a 2D array index."""
    +        return slice(self.x1 + 1, self.x2), slice(self.y1 + 1, self.y2)
    +
    +    def intersects(self, other: RectangularRoom) -> bool:
    +        """Return True if this room overlaps with another RectangularRoom."""
    +        return (
    +            self.x1 <= other.x2
    +            and self.x2 >= other.x1
    +            and self.y1 <= other.y2
    +            and self.y2 >= other.y1
    +        )
    +
    +
    +def tunnel_between(
    +    ...
    + +
    + +
    + +

    intersects checks if the room and another room (other in the arguments) intersect or not. It returns True if the do, False if they don’t. We’ll use this to determine if two rooms are overlapping or not.

    +

    We’re going to need a few variables to set the maximum and minimum +size of the rooms, along with the maximum number of rooms one floor can +have. Add the following to main.py:

    +
    + + + +
    +
       ...
    +   map_height = 45
    +
    ++   room_max_size = 10
    ++   room_min_size = 6
    ++   max_rooms = 30
    +
    +   tileset = tcod.tileset.load_tilesheet(
    +   ...
    +
    + +
    +
    + +
        ...
    +    map_height = 45
    +
    +    room_max_size = 10
    +    room_min_size = 6
    +    max_rooms = 30
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +    ...
    + +
    + +
    + +

    At long last, it’s time to modify generate_dungeon to, well, generate our dungeon! You can completely remove our old implementation and replace it with the following:

    +
    + + + +
    +
    from __future__ import annotations
    +
    +import random
    +-from typing import Iterator, Tuple
    ++from typing import Iterator, List, Tuple, TYPE_CHECKING
    +
    +from game_map import GameMap
    +import tile_types
    +
    +
    ++if TYPE_CHECKING:
    ++   from entity import Entity
    +
    +...
    +
    +-def generate_dungeon(map_width, map_height) -> GameMap:
    +-   dungeon = GameMap(map_width, map_height)
    +
    +-   room_1 = RectangularRoom(x=20, y=15, width=10, height=15)
    +-   room_2 = RectangularRoom(x=35, y=15, width=10, height=15)
    +
    +-   dungeon.tiles[room_1.inner] = tile_types.floor
    +-   dungeon.tiles[room_2.inner] = tile_types.floor
    +
    +-   create_horizontal_tunnel(dungeon, 25, 40, 23)
    +
    +-   return dungeon
    +
    +
    ++def generate_dungeon(
    ++   max_rooms: int,
    ++   room_min_size: int,
    ++   room_max_size: int,
    ++   map_width: int,
    ++   map_height: int,
    ++   player: Entity,
    ++) -> GameMap:
    ++   """Generate a new dungeon map."""
    ++   dungeon = GameMap(map_width, map_height)
    +
    ++   rooms: List[RectangularRoom] = []
    +
    ++   for r in range(max_rooms):
    ++       room_width = random.randint(room_min_size, room_max_size)
    ++       room_height = random.randint(room_min_size, room_max_size)
    +
    ++       x = random.randint(0, dungeon.width - room_width - 1)
    ++       y = random.randint(0, dungeon.height - room_height - 1)
    +
    ++       # "RectangularRoom" class makes rectangles easier to work with
    ++       new_room = RectangularRoom(x, y, room_width, room_height)
    +
    ++       # Run through the other rooms and see if they intersect with this one.
    ++       if any(new_room.intersects(other_room) for other_room in rooms):
    ++           continue  # This room intersects, so go to the next attempt.
    ++       # If there are no intersections then the room is valid.
    +
    ++       # Dig out this rooms inner area.
    ++       dungeon.tiles[new_room.inner] = tile_types.floor
    +
    ++       if len(rooms) == 0:
    ++           # The first room, where the player starts.
    ++           player.x, player.y = new_room.center
    ++       else:  # All rooms after the first.
    ++           # Dig out a tunnel between this room and the previous one.
    ++           for x, y in tunnel_between(rooms[-1].center, new_room.center):
    ++               dungeon.tiles[x, y] = tile_types.floor
    +
    ++       # Finally, append the new room to the list.
    ++       rooms.append(new_room)
    +
    ++   return dungeon
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import random
    +from typing import Iterator, Tuple
    +from typing import Iterator, List, Tuple, TYPE_CHECKING
    +
    +from game_map import GameMap
    +import tile_types
    +
    +
    +if TYPE_CHECKING:
    +    from entity import Entity
    +
    +...
    +
    +def generate_dungeon(map_width, map_height) -> GameMap:
    +    dungeon = GameMap(map_width, map_height)
    +
    +    room_1 = RectangularRoom(x=20, y=15, width=10, height=15)
    +    room_2 = RectangularRoom(x=35, y=15, width=10, height=15)
    +
    +    dungeon.tiles[room_1.inner] = tile_types.floor
    +    dungeon.tiles[room_2.inner] = tile_types.floor
    +
    +    create_horizontal_tunnel(dungeon, 25, 40, 23)
    +
    +    return dungeon
    +
    +
    +def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    dungeon = GameMap(map_width, map_height)
    +
    +    rooms: List[RectangularRoom] = []
    +
    +    for r in range(max_rooms):
    +        room_width = random.randint(room_min_size, room_max_size)
    +        room_height = random.randint(room_min_size, room_max_size)
    +
    +        x = random.randint(0, dungeon.width - room_width - 1)
    +        y = random.randint(0, dungeon.height - room_height - 1)
    +
    +        # "RectangularRoom" class makes rectangles easier to work with
    +        new_room = RectangularRoom(x, y, room_width, room_height)
    +
    +        # Run through the other rooms and see if they intersect with this one.
    +        if any(new_room.intersects(other_room) for other_room in rooms):
    +            continue  # This room intersects, so go to the next attempt.
    +        # If there are no intersections then the room is valid.
    +
    +        # Dig out this rooms inner area.
    +        dungeon.tiles[new_room.inner] = tile_types.floor
    +
    +        if len(rooms) == 0:
    +            # The first room, where the player starts.
    +            player.x, player.y = new_room.center
    +        else:  # All rooms after the first.
    +            # Dig out a tunnel between this room and the previous one.
    +            for x, y in tunnel_between(rooms[-1].center, new_room.center):
    +                dungeon.tiles[x, y] = tile_types.floor
    +
    +        # Finally, append the new room to the list.
    +        rooms.append(new_room)
    +
    +    return dungeon
    + +
    + +
    + +

    That’s quite a lengthy function! Let’s break it down and figure out what’s doing what.

    +
    def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    player: Entity,
    +) -> GameMap:
    +

    This is the function definition itself. We pass several arguments to it.

    +
      +
    • max_rooms: The maximum number of rooms allowed in the dungeon. We’ll use this to control our iteration.
    • +
    • room_min_size: The minimum size of one room.
    • +
    • room_max_size: The maximum size of one room. We’ll pick a random size between this and room_min_size for both the width and the height of one room to carve out.
    • +
    • map_width and map_height: The width and height of the GameMap to create. This is no different than it was before.
    • +
    • player: The player Entity. We need this to know where to place the player.
    • +
    +
        """Generate a new dungeon map."""
    +    dungeon = GameMap(map_width, map_height)
    +

    This isn’t anything new, we’re just creating the initial GameMap.

    +
        rooms: List[RectangularRoom] = []
    +

    We’ll keep a running list of all the rooms.

    +
        for r in range(max_rooms):
    +

    We iterate from 0 to max_rooms + - 1. Our algorithm may or may not place a room depending on if it +intersects with another, so we won’t know how many rooms we’re going to +end up with. But at least we’ll know that number can’t exceed a certain +amount.

    +
            room_width = random.randint(room_min_size, room_max_size)
    +        room_height = random.randint(room_min_size, room_max_size)
    +
    +        x = random.randint(0, dungeon.width - room_width - 1)
    +        y = random.randint(0, dungeon.height - room_height - 1)
    +
    +        # "RectangularRoom" class makes rectangles easier to work with
    +        new_room = RectangularRoom(x, y, room_width, room_height)
    +

    Here, we use the given minimum and maximum room sizes to set the room’s width and height. We then get a random pair of x and y coordinates to try and place the room down. The coordinates must be between 0 and the map’s width and heights.

    +

    We use these variables to then create an instance of our RectangularRoom.

    +
            # Run through the other rooms and see if they intersect with this one.
    +        if any(new_room.intersects(other_room) for other_room in rooms):
    +            continue  # This room intersects, so go to the next attempt.
    +

    So what happens if a room does intersect with another? In that case, we can just toss it out, by using continue + to skip the rest of the loop. Obviously there are more elegant ways of +dealing with a collision, but for our simplistic algorithm, we’ll just +pretend like it didn’t happen and try the next one.

    +
            # If there are no intersections then the room is valid.
    +
    +        # Dig out this rooms inner area.
    +        dungeon.tiles[new_room.inner] = tile_types.floor
    +

    Here, we “dig” the room out. This is similar to what we were doing before to dig out the two connected rooms.

    +
            if len(rooms) == 0:
    +            # The first room, where the player starts.
    +            player.x, player.y = new_room.center
    +

    We put our player down in the center of the first room we created. If this room isn’t the first, we move on to the else statement:

    +
            else:  # All rooms after the first.
    +            # Dig out a tunnel between this room and the previous one.
    +            for x, y in tunnel_between(rooms[-1].center, new_room.center):
    +                dungeon.tiles[x, y] = tile_types.floor
    +

    This is similar to how we dug the tunnel before, except this time, we’re using a negative index with rooms to grab the previous room, and connecting the new room to it.

    +
            # Finally, append the new room to the list.
    +        rooms.append(new_room)
    +

    Regardless if it’s the first room or not, we want to append it to the list, so the next iteration can use it.

    +

    So that’s our generate_dungeon function, but we’re not quite finished yet. We need to modify the call we make to this function in main.py:

    +
    + + + + +
    + +
        ...
    +    entities = {npc, player}
    +
    +-   game_map = generate_dungeon(map_width, map_height)
    ++   game_map = generate_dungeon(
    ++       max_rooms=max_rooms,
    ++       room_min_size=room_min_size,
    ++       room_max_size=room_max_size,
    ++       map_width=map_width,
    ++       map_height=map_height,
    ++       player=player
    ++   )
    +
    +    engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +    ...
    +
    + +
    +
    + +
        ...
    +    entities = {npc, player}
    +
    +    game_map = generate_dungeon(map_width, map_height)
    +    game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        player=player
    +    )
    +
    +    engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +    ...
    + +
    + +
    + +

    And that’s it! There’s our functioning, albeit basic, dungeon +generation algorithm. Run the project now and you should be placed in a +procedurally generated dungeon! Note that our NPC isn’t being placed +intelligently here, so it may or may not be stuck in a wall.

    +

    Part 3 - Generated Dungeon

    +

    Note: Your dungeon will look different from this one, so don’t worry if it doesn’t match the screenshot.

    +

    If you want to see the code so far in its entirety, click +here.

    +

    Click here to move on to the next part of this +tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
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#000;padding:15px;background-color:#272822;color:#f8f8f2;background-color:#272822}.language-diff,.language-py3{background-color:#272822!important}body.colorscheme-dart code{background-color:#272822!important}.crossed-out-text{color:#f92672;text-decoration:line-through}.new-text{color:#a6e22e}.data-pane{display:none}.data-pane.active{display:inline} \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 4 - Field of View · Roguelike Tutorials.html b/roguelike_tutorial/rogueliketutorials.com/Part 4 - Field of View · Roguelike Tutorials.html new file mode 100644 index 0000000..a44aa86 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 4 - Field of View · Roguelike Tutorials.html @@ -0,0 +1,627 @@ + + + + + Part 4 - Field of View · Roguelike Tutorials + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 4 - Field of View + +

    +
    + +

    We have a dungeon now, and we can move about it freely. But are we +really exploring the dungeon if we can just see it all from the +beginning?

    +

    Most roguelikes (not all!) only let you see within a certain range of +your character, and ours will be no different. We need to implement a way +to calculate the “Field of View” for our adventurer, and fortunately, +tcod makes that easy!

    +

    When walking around the dungeon, there will essentially be three “states” a tile can be in, relating to our field of view.

    +
      +
    1. Visible
    2. +
    3. Not visible
    4. +
    5. Not visible, but previously seen
    6. +
    +

    What this means is that we should draw the “visible” tiles as well as + the “not visible, but previously seen” ones to the screen, but +differentiate them somehow. The “not visible” tiles can simply be drawn +as an empty tile, with the color black, gray, or whatever you want to +use.

    +

    In order to differentiate between these tiles, we’ll need two new +Numpy arrays: One to keep track of the tiles that are currently visible, + and another to keep track of all the tiles that our character has seen +before. Add the two arrays to GameMap like this:

    +
    + + + + +
    + +
    class GameMap:
    +    def __init__(self, width: int, height: int):
    +        self.width, self.height = width, height
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    ++       self.visible = np.full((width, height), fill_value=False, order="F")  # Tiles the player can currently see
    ++       self.explored = np.full((width, height), fill_value=False, order="F")  # Tiles the player has seen before
    +
    + +
    +
    + +
    class GameMap:
    +    def __init__(self, width: int, height: int):
    +        self.width, self.height = width, height
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +        self.visible = np.full((width, height), fill_value=False, order="F")  # Tiles the player can currently see
    +        self.explored = np.full((width, height), fill_value=False, order="F")  # Tiles the player has seen before
    + +
    + +
    + +

    We create two arrays, visible and explored, and fill them with the value False. In a moment, we’ll create a function that will update these arrays based on what’s in the field of view.

    +

    Let’s turn our attention back to the tile types. Remember when we +specified the “walkable”, “transparent”, and “dark” attributes? We +called it “dark” because it’s what the tile will look like when its not +in the field of view, but what about when it is?

    +

    For that, we’ll want a new graphic_dt in the tile_dt type, called light. We can add that by modifying tile_types.py like this:

    +
    + + + + +
    + +
    tile_dt = np.dtype(
    +    [
    +        ("walkable", np.bool),  # True if this tile can be walked over.
    +        ("transparent", np.bool),  # True if this tile doesn't block FOV.
    +        ("dark", graphic_dt),  # Graphics for when this tile is not in FOV.
    ++       ("light", graphic_dt),  # Graphics for when the tile is in FOV.
    +    ]
    +)
    +
    +
    +def new_tile(
    +    *,  # Enforce the use of keywords, so that parameter order doesn't matter.
    +    walkable: int,
    +    transparent: int,
    +    dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    ++   light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +) -> np.ndarray:
    +    """Helper function for defining individual tile types """
    +-   return np.array((walkable, transparent, dark), dtype=tile_dt)
    ++   return np.array((walkable, transparent, dark, light), dtype=tile_dt)
    +
    +
    ++# SHROUD represents unexplored, unseen tiles
    ++SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
    +
    +floor = new_tile(
    +-   walkable=True, transparent=True, dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    ++   walkable=True,
    ++   transparent=True,
    ++   dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    ++   light=(ord(" "), (255, 255, 255), (200, 180, 50)),
    +)
    +wall = new_tile(
    +-   walkable=False, transparent=False, dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    ++   walkable=False,
    ++   transparent=False,
    ++   dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    ++   light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    +)
    +
    + +
    +
    + +
    tile_dt = np.dtype(
    +    [
    +        ("walkable", np.bool),  # True if this tile can be walked over.
    +        ("transparent", np.bool),  # True if this tile doesn't block FOV.
    +        ("dark", graphic_dt),  # Graphics for when this tile is not in FOV.
    +        ("light", graphic_dt),  # Graphics for when the tile is in FOV.
    +    ]
    +)
    +
    +
    +def new_tile(
    +    *,  # Enforce the use of keywords, so that parameter order doesn't matter.
    +    walkable: int,
    +    transparent: int,
    +    dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +    light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +) -> np.ndarray:
    +    """Helper function for defining individual tile types """
    +    return np.array((walkable, transparent, dark), dtype=tile_dt)
    +    return np.array((walkable, transparent, dark, light), dtype=tile_dt)
    +
    +
    +# SHROUD represents unexplored, unseen tiles
    +SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
    +
    +floor = new_tile(
    +    walkable=True, transparent=True, dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +    walkable=True,
    +    transparent=True,
    +    dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +    light=(ord(" "), (255, 255, 255), (200, 180, 50)),
    +)
    +wall = new_tile(
    +    walkable=False, transparent=False, dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +    walkable=False,
    +    transparent=False,
    +    dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +    light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    +)
    + +
    + +
    + +

    Let’s go through the new additions.

    +
    tile_dt = np.dtype(
    +    [
    +        ("walkable", np.bool),  # True if this tile can be walked over.
    +        ("transparent", np.bool),  # True if this tile doesn't block FOV.
    +        ("dark", graphic_dt),  # Graphics for when this tile is not in FOV.
    +        ("light", graphic_dt),  # Graphics for when the tile is in FOV.
    +    ]
    +)
    +

    We’re adding a new graphic_dt to the tile_dt that we use to define our tiles. light will hold the information about what our tile looks like when it’s in the field of view.

    +
    def new_tile(
    +    *,  # Enforce the use of keywords, so that parameter order doesn't matter.
    +    walkable: int,
    +    transparent: int,
    +    dark: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +    light: Tuple[int, Tuple[int, int, int], Tuple[int, int, int]],
    +) -> np.ndarray:
    +    """Helper function for defining individual tile types """
    +    return np.array((walkable, transparent, dark, light), dtype=tile_dt)
    +

    We’ve modified the new_tile function to account for the new light attribute. light works the same as dark.

    +
    # SHROUD represents unexplored, unseen tiles
    +SHROUD = np.array((ord(" "), (255, 255, 255), (0, 0, 0)), dtype=graphic_dt)
    +

    SHROUD is what we’ll use for when a tile is neither in view nor has been “explored”. It’s set to just draw a black tile.

    +
    floor = new_tile(
    +    walkable=True,
    +    transparent=True,
    +    dark=(ord(" "), (255, 255, 255), (50, 50, 150)),
    +    light=(ord(" "), (255, 255, 255), (200, 180, 50)),
    +)
    +wall = new_tile(
    +    walkable=False,
    +    transparent=False,
    +    dark=(ord(" "), (255, 255, 255), (0, 0, 100)),
    +    light=(ord(" "), (255, 255, 255), (130, 110, 50)),
    +)
    +

    Finally, we add light to both the floor and wall + tiles. We also modify the functions to fit a bit better on the screen, +adding new lines after each argument. This is just for the sake of +readability.

    +

    light in both cases is set to a brighter color, so that +when we draw the field of view to the screen, the player can easily +differentiate between what’s in view and what’s not. As usual, feel free + to play with the color schemes to match whatever you might have in +mind.

    +

    With all that in place, we need to modify the way GameMap draws itself to the screen.

    +
    + + + + +
    + +
    class GameMap:
    +    ...
    +
    +    def render(self, console: Console) -> None:
    +-       console.tiles_rgb[0:self.width, 0:self.height] = self.tiles["dark"]
    ++       """
    ++       Renders the map.
    ++
    ++       If a tile is in the "visible" array, then draw it with the "light" colors.
    ++       If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    ++       Otherwise, the default is "SHROUD".
    ++       """
    ++       console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    ++           condlist=[self.visible, self.explored],
    ++           choicelist=[self.tiles["light"], self.tiles["dark"]],
    ++           default=tile_types.SHROUD
    ++       )
    +
    + +
    +
    + +
    class GameMap:
    +    ...
    +
    +    def render(self, console: Console) -> None:
    +        console.tiles_rgb[0:self.width, 0:self.height] = self.tiles["dark"]
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +        console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +            default=tile_types.SHROUD
    +        )
    + +
    + +
    + +

    The first part of the statement, console.tiles_rgb[0:self.width, 0:self.height], hasn’t changed. But instead of just setting it to self.tiles["dark"], we’re using np.select.

    +

    np.select allows us to conditionally draw the tiles we want, based on what’s specified in condlist. Since we’re passing [self.visible, self.explored], it will check if the tile being drawn is either visible, then explored. If it’s visible, it uses the first value in choicelist, in this case, self.tiles["light"]. If it’s not visible, but explored, then we draw self.tiles["dark"]. If neither is true, we use the default argument, which is just the SHROUD we defined earlier.

    +

    If you run the project now, none of the tiles will be drawn to the screen. This is because we need a way to actually modify the visible and explored tiles. Let’s modify Engine to do just that:

    +
    + + + + +
    + +
    ...
    +from tcod.context import Context
    +from tcod.console import Console
    ++from tcod.map import compute_fov
    +
    +from entity import Entity
    +...
    +
    +class Engine:
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    ++       self.update_fov()
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform(self, self.player)
    +
    ++           self.update_fov()  # Update the FOV before the players next action.
    +
    ++   def update_fov(self) -> None:
    ++       """Recompute the visible area based on the players point of view."""
    ++       self.game_map.visible[:] = compute_fov(
    ++           self.game_map.tiles["transparent"],
    ++           (self.player.x, self.player.y),
    ++           radius=8,
    ++       )
    ++       # If a tile is "visible" it should be added to "explored".
    ++       self.game_map.explored |= self.game_map.visible
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        for entity in self.entities:
    +-           console.print(entity.x, entity.y, entity.char, fg=entity.color)
    ++           # Only print entities that are in the FOV
    ++           if self.game_map.visible[entity.x, entity.y]:
    ++               console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    +        context.present(console)
    +
    +        console.clear()
    +
    + +
    +
    + +
    ...
    +from tcod.context import Context
    +from tcod.console import Console
    +from tcod.map import compute_fov
    +
    +from entity import Entity
    +...
    +
    +class Engine:
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +        self.update_fov()
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform(self, self.player)
    +
    +            self.update_fov()  # Update the FOV before the players next action.
    +
    +    def update_fov(self) -> None:
    +        """Recompute the visible area based on the players point of view."""
    +        self.game_map.visible[:] = compute_fov(
    +            self.game_map.tiles["transparent"],
    +            (self.player.x, self.player.y),
    +            radius=8,
    +        )
    +        # If a tile is "visible" it should be added to "explored".
    +        self.game_map.explored |= self.game_map.visible
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        for entity in self.entities:
    +            console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +            # Only print entities that are in the FOV
    +            if self.game_map.visible[entity.x, entity.y]:
    +                console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    +        context.present(console)
    +
    +        console.clear()
    + +
    + +
    + +

    The most important part of our additions is the update_fov function.

    +
        def update_fov(self) -> None:
    +        """Recompute the visible area based on the players point of view."""
    +        self.game_map.visible[:] = compute_fov(
    +            self.game_map.tiles["transparent"],
    +            (self.player.x, self.player.y),
    +            radius=8,
    +        )
    +        # If a tile is "visible" it should be added to "explored".
    +        self.game_map.explored |= self.game_map.visible
    +

    We’re setting the game_map’s visible tiles to equal the result of the compute_fov. We’re giving compute_fov three arguments, which it uses to compute our field of view.

    +
      +
    • transparency: This is the first argument, which we’re passing self.game_map.tiles["transparent"]. transparency + takes a 2D numpy array, and considers any non-zero values to be +transparent. This is the array it uses to calculate the field of view.
    • +
    • pov: The origin point for the field of view, which is a 2D index. We use the player’s x and y position here.
    • +
    • radius: How far the FOV extends.
    • +
    +

    There’s more that this function can do, including not lighting up +walls, and using different algorithms to calculate the FOV. If you’re +interested, you can find the documentation here.

    +

    The line self.game_map.explored |= self.game_map.visible sets the explored array to include everything in the visible array, plus whatever it already had. This means that any tile the player can see, the player has also “explored.”

    +

    That’s all we need to do to update our field of view. Notice that we call the function when we initialize the Engine + class, so that the field of view is created before the player can move, + and after handling an action, so that whenever the player does move, +the field of view will be updated.

    +

    Lastly, we modify the part that draws the entities, so that only entities in the field of view are drawn.

    +

    Run the project now, and you’ll see something like this:

    +

    Part 4 - FOV

    +

    It’s hard to believe, but that’s all we need to do for a functioning field of view!

    +

    This chapter was a shorter one, but we’ve accomplished quite a lot. +Our dungeon feels a lot more mysterious, and in coming chapters, it will + get a lot more dangerous.

    +

    If you want to see the code so far in its entirety, click +here.

    +

    Click here to move on to the next part of this +tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
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zbYs3zJwV0C*q9qr8gMgV?i-W0jpg|j*KQVl`sW$^f#H7xoqyCz{~`X%JKJwD3o4t^!*2{)*Bb=l zo4gT9A_k>4ROjSB*Rd;43^3gNtyO90xA^sT0Rn++rB9LdpOmMqzZSj0u5ab&58W)` zh$^OOm}2KT0I&!5FRa)9Ho;tslmhhq4jp%&f8&klCN%1b=wboT4f_W4`ggFD=0VdL z(N|OH*Z%_i>+XDiVVN7{k#9s_z-?zAC5YtszlP}#LglBnDvr*_&B + + + + Part 5 - Placing Enemies and kicking them (harmlessly) · Roguelike Tutorials + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 5 - Placing Enemies and kicking them (harmlessly) + +

    +
    + +

    What good is a dungeon with no monsters to bash? This chapter +will focus on placing the enemies throughout the dungeon, and setting +them up to be attacked (the actual attacking part we’ll save for next +time).

    +

    When we’re building our dungeon, we’ll need to place the enemies in +the rooms. In order to do that, we will need to make a change to the way + entities are stored in our game. Currently, they’re saved in the Engine + class. However, for the sake of placing enemies in the dungeon, and +when we get to the part where we move between dungeon floors, it will be + better to store them in the GameMap class. That way, the +map has access to the entities directly, and we can preserve which +entities are on which floors fairly easily.

    +

    Start by modifying GameMap:

    +
    + + + + +
    + +
    +from __future__ import annotations
    +
    ++from typing import Iterable, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    ++if TYPE_CHECKING:
    ++   from entity import Entity
    +
    +
    +class GameMap:
    +-   def __init__(self, width: int, height: int):
    ++   def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
    +        self.width, self.height = width, height
    ++       self.entities = set(entities)
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Iterable, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from entity import Entity
    +
    +
    +class GameMap:
    +    def __init__(self, width: int, height: int):
    +    def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
    +        self.width, self.height = width, height
    +        self.entities = set(entities)
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    + +
    + +
    + +

    Then, let’s modify Engine to remove the entities from it:

    +
    + + + + +
    + +
    -from typing import Set, Iterable, Any
    ++from typing import Iterable, Any
    +
    +
    +class Engine:
    +-   def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
    ++   def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
    +-       self.entities = entities
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +        self.update_fov()
    +
    + +
    +
    + +
    from typing import Set, Iterable, Any
    +from typing import Iterable, Any
    +
    +
    +class Engine:
    +    def __init__(self, entities: Set[Entity], event_handler: EventHandler, game_map: GameMap, player: Entity):
    +    def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.entities = entities
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +        self.update_fov()
    + +
    + +
    + +

    Because we’ve modified the definition of Engine.__init__, we need to modify main.py where we create our game_map variable. We might as well remove that npc as well, since we won’t be needing it anymore.

    +
    + + + + +
    + +
        ...
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +-   npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +-   entities = {npc, player}
    +
    +    game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        player=player,
    +    )
    +
    +-   engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    ++   engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
    +
    +    with tcod.context.new_terminal(
    +        ...
    +
    + +
    +
    + +
        ...
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    npc = Entity(int(screen_width / 2 - 5), int(screen_height / 2), "@", (255, 255, 0))
    +    entities = {npc, player}
    +
    +    game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        player=player,
    +    )
    +
    +    engine = Engine(entities=entities, event_handler=event_handler, game_map=game_map, player=player)
    +    engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
    +
    +    with tcod.context.new_terminal(
    +        ...
    + +
    + +
    + +

    We can remove the part in Engine.render that loops through the entities and renders the ones that are visible. That part will also be handled by the GameMap from now on.

    +
    + + + + +
    + +
    class Engine:
    +    ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +-       for entity in self.entities:
    +-           # Only print entities that are in the FOV
    +-           if self.game_map.visible[entity.x, entity.y]:
    +-               console.print(entity.x, entity.y, entity.char, fg=entity.color)
    +
    + +
    +
    + +
    class Engine:
    +    ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        for entity in self.entities:
    +            # Only print entities that are in the FOV
    +            if self.game_map.visible[entity.x, entity.y]:
    +                console.print(entity.x, entity.y, entity.char, fg=entity.color)
    + +
    + +
    + +

    We can move this block into GameMap.render, though take note that the line that checks for visibility has a slight change: it goes from:

    +

    if self.game_map.visible[entity.x, entity.y]:

    +

    To:

    +

    if self.visible[entity.x, entity.y]:.

    +
    + + + + +
    + +
    class GameMap:
    +    ...
    +
    +    def render(self, console: Console) -> None:
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +        console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +            default=tile_types.SHROUD
    +        )
    +
    ++       for entity in self.entities:
    ++           # Only print entities that are in the FOV
    ++           if self.visible[entity.x, entity.y]:
    ++               console.print(x=entity.x, y=entity.y, string=entity.char, fg=entity.color)
    +
    + +
    +
    + +
    class GameMap:
    +    ...
    +
    +    def render(self, console: Console) -> None:
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +        console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +            default=tile_types.SHROUD
    +        )
    +
    +        for entity in self.entities:
    +            # Only print entities that are in the FOV
    +            if self.visible[entity.x, entity.y]:
    +                console.print(x=entity.x, y=entity.y, string=entity.char, fg=entity.color)
    + +
    + +
    + +

    Finally, we need to alter the part in generate_dungeon that creates the instance of GameMap, so that the player is passed into the entities argument.

    +
    + + + + +
    + +
    def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +-   dungeon = GameMap(map_width, map_height)
    ++   dungeon = GameMap(map_width, map_height, entities=[player])
    +
    +    rooms: List[RectangularRoom] = []
    +    ...
    +
    + +
    +
    + +
    def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    dungeon = GameMap(map_width, map_height)
    +    dungeon = GameMap(map_width, map_height, entities=[player])
    +
    +    rooms: List[RectangularRoom] = []
    +    ...
    + +
    + +
    + +

    If you run the project now, things should look the same as before, minus the NPC that we had earlier for testing.

    +

    Now, moving on to actually placing monsters in our dungeon. Our logic + will be simple enough: For each room that’s created in our dungeon, +we’ll place a random number of enemies, between 0 and a maximum (2 for +now). We’ll make it so that there’s an 80% chance of spawning an Orc (a +weaker enemy) and a 20% chance of it being a Troll (a stronger enemy).

    +

    In order to specify the maximum number of monsters that can be spawned into a room, let’s create a new variable, max_monsters_per_room, and place it in main.py. We’ll also modify our call to generate_dungeon to pass this new variable in.

    +
    + + + + +
    + +
        ...
    +    max_rooms = 30
    +
    ++   max_monsters_per_room = 2
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +
    +    game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    ++       max_monsters_per_room=max_monsters_per_room,
    +        player=player
    +    )
    +
    +    engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
    +    ...
    +
    + +
    +
    + +
        ...
    +    max_rooms = 30
    +
    +    max_monsters_per_room = 2
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +
    +    game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        player=player
    +    )
    +
    +    engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
    +    ...
    + +
    + +
    + +

    Pretty straightforward. Now we’ll need to modify the definition of generate_dungeon to take this new variable, like this:

    +
    + + + + +
    + +
    def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    ++   max_monsters_per_room: int,
    +    player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    dungeon = GameMap(map_width, map_height, entities=[player])
    +
    + +
    +
    + +
    def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    max_monsters_per_room: int,
    +    player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    dungeon = GameMap(map_width, map_height, entities=[player])
    + +
    + +
    + +

    Easy enough, but now how do we actually place the enemies?

    +

    After we’ve created our room, we’ll want to call a function to put the entities in their places. Let’s call the function place_entities, and it will take three arguments: The RectangularRoom that we’ve created, the dungeon so that it can add the entities to it (remember that dungeon is an instance of GameMap, which now holds entities), and the max_monsters_per_room, so that we know how many monsters to make.

    +

    While we haven’t written the function yet, let’s place our call to it in generate_dungeon:

    +
    + + + + +
    + +
                ...
    +                dungeon.tiles[x, y] = tile_types.floor
    +
    ++       place_entities(new_room, dungeon, max_monsters_per_room)
    +
    +        # Finally, append the new room to the list.
    +        rooms.append(new_room)
    +
    +    return dungeon
    +
    + +
    +
    + +
                ...
    +                dungeon.tiles[x, y] = tile_types.floor
    +
    +        place_entities(new_room, dungeon, max_monsters_per_room)
    +
    +        # Finally, append the new room to the list.
    +        rooms.append(new_room)
    +
    +    return dungeon
    + +
    + +
    + +

    Now, let’s write the place_entities function so that this actually works.

    +

    Our first version of place_entities won’t actually place + the entities. Why not? Because we’ll need to do a few other things to +make spawning the entities here work. However, we can at least fill in +most of the function, and skip over the part that actually creates the +entities for the moment.

    +

    Create the function like this:

    +
    + + + + +
    + +
    class RectangularRoom:
    +    ...
    +
    +
    ++def place_entities(
    ++   room: RectangularRoom, dungeon: GameMap, maximum_monsters: int,
    ++) -> None:
    ++   number_of_monsters = random.randint(0, maximum_monsters)
    +
    ++   for i in range(number_of_monsters):
    ++       x = random.randint(room.x1 + 1, room.x2 - 1)
    ++       y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    ++       if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    ++           if random.random() < 0.8:
    ++               pass  # TODO: Place an Orc here
    ++           else:
    ++               pass  # TODO: Place a Troll here
    +
    +
    +def tunnel_between(
    +    ...
    +
    + +
    +
    + +
    class RectangularRoom:
    +    ...
    +
    +
    +def place_entities(
    +    room: RectangularRoom, dungeon: GameMap, maximum_monsters: int,
    +) -> None:
    +    number_of_monsters = random.randint(0, maximum_monsters)
    +
    +    for i in range(number_of_monsters):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            if random.random() < 0.8:
    +                pass  # TODO: Place an Orc here
    +            else:
    +                pass  # TODO: Place a Troll here
    +
    +
    +def tunnel_between(
    +    ...
    + +
    + +
    + +

    The first line in the function takes a random number between 0 and +the provided maximum (2, in this case). From there, it iterates from 0 +to the number.

    +

    We select a random x and y to place the +entity, and do a quick check to make sure there’s no other entities in +that location before dropping the enemy there. This is to ensure we +don’t get stacks of enemies.

    +

    As described earlier, there should be an 80% chance of there being an Orc, and 20% chance for a Troll. For now, we’re using pass to skip over actually putting them down, because that requires a bit more work first.

    +

    There’s a few ways we could go about creating the new entities. +Assuming that every Orc and Troll we spawn will always have the same +attributes as their brethren, we can create initial instances of orc and troll, then copy those every time we want to create a new one.

    +

    Why not just create the entities right here in the function? We could + (the 1st version of this tutorial does, in fact), but that’s a bit of a + pain to go back and edit. Imagine if you had 100 enemies in your game +at some point in the future. Would you rather search for those entity +definitions in one file that only exists to define entities, or + try finding it in the file that generates our dungeon? Not to mention, +what happens if you want to create a new dungeon generator? Are you +going to copy over the entity definitions and have them defined in two +places?

    +

    Let’s modify Entity to prepare for this new copying method. Modify entity.py like this:

    +
    + + + + +
    + +
    +from __future__ import annotations
    +
    ++import copy
    +-from typing import Tuple
    ++from typing import Tuple, TypeVar, TYPE_CHECKING
    +
    ++if TYPE_CHECKING:
    ++   from game_map import GameMap
    +
    ++T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +-   def __init__(self, x: int, y: int, char: str, color: Tuple[int, int, int]):
    ++   def __init__(
    ++       self,
    ++       x: int = 0,
    ++       y: int = 0,
    ++       char: str = "?",
    ++       color: Tuple[int, int, int] = (255, 255, 255),
    ++       name: str = "<Unnamed>",
    ++       blocks_movement: bool = False,
    ++   ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    ++       self.name = name
    ++       self.blocks_movement = blocks_movement
    +
    ++   def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
    ++       """Spawn a copy of this instance at the given location."""
    ++       clone = copy.deepcopy(self)
    ++       clone.x = x
    ++       clone.y = y
    ++       gamemap.entities.add(clone)
    ++       return clone
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +from typing import Tuple
    +from typing import Tuple, TypeVar, TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +    def __init__(self, x: int, y: int, char: str, color: Tuple[int, int, int]):
    +    def __init__(
    +        self,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    +
    +    def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
    +        """Spawn a copy of this instance at the given location."""
    +        clone = copy.deepcopy(self)
    +        clone.x = x
    +        clone.y = y
    +        gamemap.entities.add(clone)
    +        return clone
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        ...
    + +
    + +
    + +

    We’ve added two new attributes to Entity: name and blocks_movement. name is straightforward: it’s what the Entity is called. blocks_movement describes whether or not this Entity can be moved over or not. Enemies will have blocks_movement set to True, while in the future, things like consumable items and equipment will be set to False.

    +

    Notice that we’ve also provided defaults for each of the attributes in the __init__ function as well, whereas we were not before. This is because we’ll soon not need to pass x and y during the initialization. More on that in a second.

    +

    The more complex section is the spawn method. It takes the GameMap instance, along with x and y for locations. It then creates a clone of the instance of Entity, and assigns the x and y variables to it (this is why we don’t need x and y in the initializer anymore, they’re set here). It then adds the entity to the gamemap’s entities, and returns the clone.

    +

    This new spawn method will probably make a lot more sense by putting it to use. To do that, let’s create a new file, called entity_factories.py, and fill it with the following contents:

    +
    from entity import Entity
    +
    +player = Entity(char="@", color=(255, 255, 255), name="Player", blocks_movement=True)
    +
    +orc = Entity(char="o", color=(63, 127, 63), name="Orc", blocks_movement=True)
    +troll = Entity(char="T", color=(0, 127, 0), name="Troll", blocks_movement=True)
    +

    This is where we’re defining our entities. player should look familiar, and orc and troll are not all that different, besides their characters and colors.

    +

    These are the instances we’ll be cloning to create our new entities. Using these, we can at last fill in our place_entities function back in procgen.py.

    +
    + + + + +
    + +
    ...
    +import tcod
    +
    ++import entity_factories
    +from game_map import GameMap
    +...
    +
    +        ...
    +            if random.random() < 0.8:
    +-               pass  # TODO: Place an Orc here
    ++               entity_factories.orc.spawn(dungeon, x, y)
    +            else:
    +-               pass  # TODO: Place a Troll here
    ++               entity_factories.troll.spawn(dungeon, x, y)
    +
    + +
    +
    + +
    ...
    +import tcod
    +
    +import entity_factories
    +from game_map import GameMap
    +...
    +
    +        ...
    +            if random.random() < 0.8:
    +                pass  # TODO: Place an Orc here
    +                entity_factories.orc.spawn(dungeon, x, y)
    +            else:
    +                pass  # TODO: Place a Troll here
    +                entity_factories.troll.spawn(dungeon, x, y)
    + +
    + +
    + +

    Let’s also modify the way we create the player:

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    ++import copy
    +
    +import tcod
    +
    +from engine import Engine
    +-from entity import Entity
    ++import entity_factories
    +from input_handlers import EventHandler
    +from procgen import generate_dungeon
    +...
    +
    +    ...
    +    event_handler = EventHandler()
    +
    +-   player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    ++   player = copy.deepcopy(entity_factories.player)
    +
    +    game_map = generate_dungeon(
    +        ...
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import copy
    +
    +import tcod
    +
    +from engine import Engine
    +from entity import Entity
    +import entity_factories
    +from input_handlers import EventHandler
    +from procgen import generate_dungeon
    +...
    +
    +    ...
    +    event_handler = EventHandler()
    +
    +    player = Entity(int(screen_width / 2), int(screen_height / 2), "@", (255, 255, 255))
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    game_map = generate_dungeon(
    +        ...
    + +
    + +
    + +

    Note: We can’t use player.spawn here, because spawn requires the GameMap, which isn’t created until after we create the player.

    +

    With that, your dungeon should now be populated with enemies.

    +

    Font File

    +

    They’re… not exactly intimidating, are they? In fact, they don’t +really do much of anything right now. But that’s okay, we’ll work on +that.

    +

    The first step towards making our monsters scarier is making them +stand their ground… literally! The player can currently walk over (or +under) the enemies by simply moving into the same space. Let’s fix that, + and ensure that when the player tries to move towards an enemy, we +attack instead.

    +

    To begin, we need to determine if the space the player is trying to +move into has an Entity in it. Not just any Entity, however: we’ll check + if the Entity has “blocks_movement” set to True. If it does, our player can’t move there, and tries to attack instead.

    +

    Add the following to the map:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +-from typing import Iterable, TYPE_CHECKING
    ++from typing import Iterable, Optional, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from entity import Entity
    +
    +
    +class GameMap:
    +    def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
    +        self.width, self.height = width, height
    +        self.entities = set(entities)
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +        self.visible = np.full((width, height), fill_value=False, order="F")  # Tiles the player can currently see
    +        self.explored = np.full((width, height), fill_value=False, order="F")  # Tiles the player has seen before
    +
    ++   def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optional[Entity]:
    ++       for entity in self.entities:
    ++           if entity.blocks_movement and entity.x == location_x and entity.y == location_y:
    ++               return entity
    +
    ++       return None
    +
    +    def in_bounds(self, x: int, y: int) -> bool:
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Iterable, TYPE_CHECKING
    +from typing import Iterable, Optional, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from entity import Entity
    +
    +
    +class GameMap:
    +    def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
    +        self.width, self.height = width, height
    +        self.entities = set(entities)
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +        self.visible = np.full((width, height), fill_value=False, order="F")  # Tiles the player can currently see
    +        self.explored = np.full((width, height), fill_value=False, order="F")  # Tiles the player has seen before
    +
    +    def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optional[Entity]:
    +        for entity in self.entities:
    +            if entity.blocks_movement and entity.x == location_x and entity.y == location_y:
    +                return entity
    +
    +        return None
    +
    +    def in_bounds(self, x: int, y: int) -> bool:
    +        ...
    + +
    + +
    + +

    This new function iterates through all the entities, and if one is found that both blocks movement and occupies the given location_x and location_y coordinates, it returns that Entity. Otherwise, we return None instead.

    +

    Where can we check if a tile is occupied or not? And what do we do if it is?

    +

    One way to handle all this is to modify our “actions” a bit. Our current MovementAction + doesn’t take into account what occupies the tile we’re moving into. +That’s fine, it doesn’t necessarily need to, but there probably should +be an action that does. What if we created an Action subclass that could tell what was in the tile, and call either MovementAction if it was empty, or some other “attack” action if it wasn’t?

    +

    Let’s do a few things. We’ll start by defining a new class, called ActionWithDirection, which will actually become the new superclass for MovementAction. This new class will take the initializer from MovementAction, but won’t implement its own perform method. It looks like this:

    +
    + + + + +
    + +
    ...
    +class EscapeAction(Action):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise SystemExit()
    +
    +
    ++class ActionWithDirection(Action):
    ++   def __init__(self, dx: int, dy: int):
    ++       super().__init__()
    +
    ++       self.dx = dx
    ++       self.dy = dy
    +
    ++   def perform(self, engine: Engine, entity: Entity) -> None:
    ++       raise NotImplementedError()
    +
    +
    +-class MovementAction(Action):
    ++class MovementAction(ActionWithDirection):
    +-   def __init__(self, dx: int, dy: int):
    +-       super().__init__()
    +
    +-       self.dx = dx
    +-       self.dy = dy
    +
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    ++       if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    ++           return  # Destination is blocked by an entity.
    +
    +        entity.move(self.dx, self.dy)
    +
    + +
    +
    + +
    ...
    +class EscapeAction(Action):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise SystemExit()
    +
    +
    +class ActionWithDirection(Action):
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise NotImplementedError()
    +
    +
    +class MovementAction(Action):
    +class MovementAction(ActionWithDirection):
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return  # Destination is blocked by an entity.
    +
    +        entity.move(self.dx, self.dy)
    + +
    + +
    + +

    Notice that we’ve added an extra check in MovementAction + to ensure we’re not moving into a space with a blocking entity. +Theoretically, this bit of code won’t ever trigger, but it’s nice to +have it there as a safeguard.

    +

    But wait, MovementAction still doesn’t do anything differently. So what’s the point? Well, now we can use the new ActionWithDirection class to define two more subclasses, which will do what we want.

    +

    The first one will be the action we use to actually attack. It looks like this:

    +
    + + + + +
    + +
    class ActionWithDirection(Action):
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise NotImplementedError()
    +
    +
    ++class MeleeAction(ActionWithDirection):
    ++   def perform(self, engine: Engine, entity: Entity) -> None:
    ++       dest_x = entity.x + self.dx
    ++       dest_y = entity.y + self.dy
    ++       target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
    ++       if not target:
    ++           return  # No entity to attack.
    +
    ++       print(f"You kick the {target.name}, much to its annoyance!")
    +
    +
    +class MovementAction(ActionWithDirection):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
    +            return  # Destination is blocked by an entity.
    +
    +        entity.move(self.dx, self.dy)
    +
    + +
    +
    + +
    class ActionWithDirection(Action):
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise NotImplementedError()
    +
    +
    +class MeleeAction(ActionWithDirection):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +        target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
    +        if not target:
    +            return  # No entity to attack.
    +
    +        print(f"You kick the {target.name}, much to its annoyance!")
    +
    +
    +class MovementAction(ActionWithDirection):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return  # Destination is blocked by an entity.
    +
    +        entity.move(self.dx, self.dy)
    + +
    + +
    + +

    Just like MovementAction, MeleeAction inherits from ActionWithDirection. The perform + method it implements is what we’ll use to attack… eventually. Right +now, we’re just printing out a little message. The actual attacking will + have to wait until the next part (this one is getting long as it is).

    +

    Still, we’re not actually using MeleeAction +anywhere, yet. Let’s add one more class, which is what will make the +determination on whether our player is moving or attacking:

    +
    + + + + +
    + +
    class MovementAction(ActionWithDirection):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return  # Destination is blocked by an entity.
    +
    +        entity.move(self.dx, self.dy)
    +
    +
    ++class BumpAction(ActionWithDirection):
    ++   def perform(self, engine: Engine, entity: Entity) -> None:
    ++       dest_x = entity.x + self.dx
    ++       dest_y = entity.y + self.dy
    +
    ++       if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    ++           return MeleeAction(self.dx, self.dy).perform(engine, entity)
    +
    ++       else:
    ++           return MovementAction(self.dx, self.dy).perform(engine, entity)
    +
    + +
    +
    + +
    class MovementAction(ActionWithDirection):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return  # Destination is blocked by an entity.
    +
    +        entity.move(self.dx, self.dy)
    +
    +
    +class BumpAction(ActionWithDirection):
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return MeleeAction(self.dx, self.dy).perform(engine, entity)
    +
    +        else:
    +            return MovementAction(self.dx, self.dy).perform(engine, entity)
    + +
    + +
    + +

    This class also inherits from ActionWithDirection, but its perform method doesn’t actually perform anything, except deciding which class, between MeleeAction and MovementAction to return. Those classes are what are actually doing the work. BumpAction + just determines which one is appropriate to call, based on whether +there is a blocking entity at the given destination or not. Notice we’re + using the function we defined earlier in our map to decide if there’s a + valid target or not.

    +

    Now that our new actions are in place, we need to modify our input_handlers.py file to use BumpAction instead of MovementAction. It’s a pretty simple change:

    +
    + + + + +
    + +
    from typing import Optional
    +
    +import tcod.event
    +
    +-from actions import Action, EscapeAction, MovementAction
    ++from actions import Action, BumpAction, EscapeAction
    +
    +
    +class EventHandler(tcod.event.EventDispatch[Action]):
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        if key == tcod.event.K_UP:
    +-           action = MovementAction(dx=0, dy=-1)
    ++           action = BumpAction(dx=0, dy=-1)
    +        elif key == tcod.event.K_DOWN:
    +-           action = MovementAction(dx=0, dy=1)
    ++           action = BumpAction(dx=0, dy=1)
    +        elif key == tcod.event.K_LEFT:
    +-           action = MovementAction(dx=-1, dy=0)
    ++           action = BumpAction(dx=-1, dy=0)
    +        elif key == tcod.event.K_RIGHT:
    +-           action = MovementAction(dx=1, dy=0)
    ++           action = BumpAction(dx=1, dy=0)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction()
    +
    +        # No valid key was pressed
    +        return action
    +
    + +
    +
    + +
    from typing import Optional
    +
    +import tcod.event
    +
    +from actions import Action, EscapeAction, MovementAction
    +from actions import Action, BumpAction, EscapeAction
    +
    +
    +class EventHandler(tcod.event.EventDispatch[Action]):
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        if key == tcod.event.K_UP:
    +            action = MovementAction(dx=0, dy=-1)
    +            action = BumpAction(dx=0, dy=-1)
    +        elif key == tcod.event.K_DOWN:
    +            action = MovementAction(dx=0, dy=1)
    +            action = BumpAction(dx=0, dy=1)
    +        elif key == tcod.event.K_LEFT:
    +            action = MovementAction(dx=-1, dy=0)
    +            action = BumpAction(dx=-1, dy=0)
    +        elif key == tcod.event.K_RIGHT:
    +            action = MovementAction(dx=1, dy=0)
    +            action = BumpAction(dx=1, dy=0)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction()
    +
    +        # No valid key was pressed
    +        return action
    + +
    + +
    + +

    Run the project now. At this point, you shouldn’t be able to move +over the enemies, and you should get a message in the terminal, +indicating that you’re attacking the enemy (albeit not for any damage).

    +

    Before we wrap this part up, let’s set ourselves up to allow for +enemy turns as well. They won’t actually be doing anything at the +moment, we’ll just get a message in the terminal that indicates +something is happening.

    +

    Add these small modifications to engine.py:

    +
    + + + + +
    + +
    class Engine:
    +    def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +        self.update_fov()
    +
    ++   def handle_enemy_turns(self) -> None:
    ++       for entity in self.game_map.entities - {self.player}:
    ++           print(f'The {entity.name} wonders when it will get to take a real turn.')
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform(self, self.player)
    ++           self.handle_enemy_turns()
    +            self.update_fov()  # Update the FOV before the players next action.
    +
    + +
    +
    + +
    class Engine:
    +    def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +        self.update_fov()
    +
    +    def handle_enemy_turns(self) -> None:
    +        for entity in self.game_map.entities - {self.player}:
    +            print(f'The {entity.name} wonders when it will get to take a real turn.')
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform(self, self.player)
    +            self.handle_enemy_turns()
    +            self.update_fov()  # Update the FOV before the players next action.
    + +
    + +
    + +

    The handle_enemy_turns function loops through each +entity (minus the player) and prints out a message for them. In the next + part, we’ll replace this with some code that will allow those entities +to take real turns.

    +

    We call handle_enemy_turns right after action.perform, + so that the enemies move right after the player. Other roguelike games +have more complex timing mechanisms for when entities take their turns, +but our tutorial will stick with probably the simplest method of all: +the player moves, then all the enemies move.

    +

    That’s all for this chapter. Next time, we’ll look at moving the +enemies around on their turns, and doing some real damage to both the +enemies and the player.

    +

    If you want to see the code so far in its entirety, click +here.

    +

    Click here to move on to the next part of this +tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 5 - Placing Enemies and kicking them (harmlessly) · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 5 - Placing Enemies and kicking them (harmlessly) · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 5 - Placing Enemies and kicking them (harmlessly) · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark 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Tutorials_files/style.min.9d3eb202952dddb888856ff12c83bc88de866c596286bfb4c1.css @@ -0,0 +1 @@ +pre{border:1px solid #000;padding:15px;background-color:#272822;color:#f8f8f2;background-color:#272822}.language-diff,.language-py3{background-color:#272822!important}body.colorscheme-dart code{background-color:#272822!important}.crossed-out-text{color:#f92672;text-decoration:line-through}.new-text{color:#a6e22e}.data-pane{display:none}.data-pane.active{display:inline} \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 6 - Doing (and taking) some damage · Roguelike Tutorials.html b/roguelike_tutorial/rogueliketutorials.com/Part 6 - Doing (and taking) some damage · Roguelike Tutorials.html new file mode 100644 index 0000000..afccbef --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 6 - Doing (and taking) some damage · Roguelike Tutorials.html @@ -0,0 +1,3061 @@ + + + + + Part 6 - Doing (and taking) some damage · Roguelike Tutorials + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 6 - Doing (and taking) some damage + +

    +
    + +

    + Check your TCOD installation + + + Link to heading + +

    +

    Before proceeding any further, you’ll want to upgrade to TCOD version + 11.15, if you don’t already have it. This version of TCOD was released during the tutorial event, so if you’re following along on a weekly basis, you probably don’t have this version installed!

    +

    + Refactoring previous code + + + Link to heading + +

    +

    After parts 1-5 for this tutorial were written, we decided to change a + few things around, to hopefully make the codebase a bit cleaner and +easier to extend in the future. Unfortunately, this means that code +written in previous parts now has to be modified.

    +

    I would go back and edit the tutorial text and Github branches to reflect these changes, except for two things:

    +
      +
    1. I don’t have time at the moment. Writing the sections that get published every week is taking all of my time as it is.
    2. +
    3. It wouldn’t be fair to those who are following this tutorial on a weekly basis.
    4. +
    +

    Someday, when the event is over, the previous parts will be +rewritten, and all will be well. But until then, there’s several changes + that need to be made before proceeding with Part 6.

    +

    I won’t explain all of the changes (again, time is a limiting factor), but here’s the basic ideas:

    +
      +
    • Event handlers will have the handle_events method instead of Engine.
    • +
    • The game map will have a reference to Engine, and entities will have a reference to the map.
    • +
    • Actions will be initialized with the entity doing the action
    • +
    • Because of the above points, Actions will have a reference to the Engine, through Entity->GameMap->Engine
    • +
    +

    Make the changes to each file, and when you’re finished, verify the project works as it did before.

    +

    input_handlers.py

    +
    + + + + +
    + +
    +from __future__ import annotations
    +
    +-from typing import Optional
    ++from typing import Optional, TYPE_CHECKING
    +
    +import tcod.event
    +
    +from actions import Action, BumpAction, EscapeAction
    +
    ++if TYPE_CHECKING:
    ++   from engine import Engine
    +
    +
    +class EventHandler(tcod.event.EventDispatch[Action]):
    ++   def __init__(self, engine: Engine):
    ++       self.engine = engine
    +
    ++   def handle_events(self) -> None:
    ++       for event in tcod.event.wait():
    ++           action = self.dispatch(event)
    +
    ++           if action is None:
    ++               continue
    +
    ++           action.perform()
    +
    ++           self.engine.handle_enemy_turns()
    ++           self.engine.update_fov()  # Update the FOV before the players next action.
    +
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        ...
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    ++       player = self.engine.player
    +
    +        if key == tcod.event.K_UP:
    +-           action = BumpAction(dx=0, dy=-1)
    ++           action = BumpAction(player, dx=0, dy=-1)
    +        elif key == tcod.event.K_DOWN:
    +-           action = BumpAction(dx=0, dy=1)
    ++           action = BumpAction(player, dx=0, dy=1)
    +        elif key == tcod.event.K_LEFT:
    +-           action = BumpAction(dx=-1, dy=0)
    ++           action = BumpAction(player, dx=-1, dy=0)
    +        elif key == tcod.event.K_RIGHT:
    +-           action = BumpAction(dx=1, dy=0)
    ++           action = BumpAction(player, dx=1, dy=0)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +-           action = EscapeAction()
    ++           action = EscapeAction(player)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Optional
    +from typing import Optional, TYPE_CHECKING
    +
    +import tcod.event
    +
    +from actions import Action, BumpAction, EscapeAction
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +
    +
    +class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self) -> None:
    +        for event in tcod.event.wait():
    +            action = self.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform()
    +
    +            self.engine.handle_enemy_turns()
    +            self.engine.update_fov()  # Update the FOV before the players next action.
    +
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        ...
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        player = self.engine.player
    +
    +        if key == tcod.event.K_UP:
    +            action = BumpAction(dx=0, dy=-1)
    +            action = BumpAction(player, dx=0, dy=-1)
    +        elif key == tcod.event.K_DOWN:
    +            action = BumpAction(dx=0, dy=1)
    +            action = BumpAction(player, dx=0, dy=1)
    +        elif key == tcod.event.K_LEFT:
    +            action = BumpAction(dx=-1, dy=0)
    +            action = BumpAction(player, dx=-1, dy=0)
    +        elif key == tcod.event.K_RIGHT:
    +            action = BumpAction(dx=1, dy=0)
    +            action = BumpAction(player, dx=1, dy=0)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction()
    +            action = EscapeAction(player)
    + +
    + +
    + +

    actions.py

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    ++from typing import Optional, Tuple, TYPE_CHECKING
    +-from typing import TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +
    +class Action:
    ++   def __init__(self, entity: Entity) -> None:
    ++       super().__init__()
    ++       self.entity = entity
    +
    ++   @property
    ++   def engine(self) -> Engine:
    ++       """Return the engine this action belongs to."""
    ++       return self.entity.gamemap.engine
    +
    ++   def perform(self) -> None:
    +-   def perform(self, engine: Engine, entity: Entity) -> None:
    +        """Perform this action with the objects needed to determine its scope.
    +
    ++       `self.engine` is the scope this action is being performed in.
    +-       `engine` is the scope this action is being performed in.
    +
    ++       `self.entity` is the object performing the action.
    +-       `entity` is the object performing the action.
    +
    +        This method must be overridden by Action subclasses.
    +        """
    +        raise NotImplementedError()
    +
    +
    +class EscapeAction(Action):
    ++   def perform(self) -> None:
    +-   def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise SystemExit()
    +
    +
    +
    +class ActionWithDirection(Action):
    ++   def __init__(self, entity: Entity, dx: int, dy: int):
    ++       super().__init__(entity)
    +-   def __init__(self, dx: int, dy: int):
    +-       super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    ++   @property
    ++   def dest_xy(self) -> Tuple[int, int]:
    ++       """Returns this actions destination."""
    ++       return self.entity.x + self.dx, self.entity.y + self.dy
    +
    ++   @property
    ++   def blocking_entity(self) -> Optional[Entity]:
    ++       """Return the blocking entity at this actions destination.."""
    ++       return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
    +
    ++   def perform(self) -> None:
    +-   def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise NotImplementedError()
    +
    +
    +class MeleeAction(ActionWithDirection):
    ++   def perform(self) -> None:
    ++       target = self.blocking_entity
    +-   def perform(self, engine: Engine, entity: Entity) -> None:
    +-       dest_x = entity.x + self.dx
    +-       dest_y = entity.y + self.dy
    +-       target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
    +        if not target:
    +            return  # No entity to attack.
    +
    +        print(f"You kick the {target.name}, much to its annoyance!")
    +
    +
    +class MovementAction(ActionWithDirection):
    ++   def perform(self) -> None:
    ++       dest_x, dest_y = self.dest_xy
    +-   def perform(self, engine: Engine, entity: Entity) -> None:
    +-       dest_x = entity.x + self.dx
    +-       dest_y = entity.y + self.dy
    +
    ++       if not self.engine.game_map.in_bounds(dest_x, dest_y):
    +-       if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    ++       if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +-       if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    ++       if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +-       if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return  # Destination is blocked by an entity.
    +
    ++       self.entity.move(self.dx, self.dy)
    +-       entity.move(self.dx, self.dy)
    +
    +
    +class BumpAction(ActionWithDirection):
    ++   def perform(self) -> None:
    ++       if self.blocking_entity:
    ++           return MeleeAction(self.entity, self.dx, self.dy).perform()
    +-   def perform(self, engine: Engine, entity: Entity) -> None:
    +-       dest_x = entity.x + self.dx
    +-       dest_y = entity.y + self.dy
    +
    +-       if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +-           return MeleeAction(self.dx, self.dy).perform(engine, entity)
    +
    +        else:
    ++           return MovementAction(self.entity, self.dx, self.dy).perform()
    +-           return MovementAction(self.dx, self.dy).perform(engine, entity)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, Tuple, TYPE_CHECKING
    +from typing import TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +
    +class Action:
    +    def __init__(self, entity: Entity) -> None:
    +        super().__init__()
    +        self.entity = entity
    +
    +    @property
    +    def engine(self) -> Engine:
    +        """Return the engine this action belongs to."""
    +        return self.entity.gamemap.engine
    +
    +    def perform(self) -> None:
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        """Perform this action with the objects needed to determine its scope.
    +
    +        `self.engine` is the scope this action is being performed in.
    +        `engine` is the scope this action is being performed in.
    +
    +        `self.entity` is the object performing the action.
    +        `entity` is the object performing the action.
    +
    +        This method must be overridden by Action subclasses.
    +        """
    +        raise NotImplementedError()
    +
    +
    +class EscapeAction(Action):
    +    def perform(self) -> None:
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise SystemExit()
    +
    +
    +
    +class ActionWithDirection(Action):
    +    def __init__(self, entity: Entity, dx: int, dy: int):
    +        super().__init__(entity)
    +    def __init__(self, dx: int, dy: int):
    +        super().__init__()
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    @property
    +    def dest_xy(self) -> Tuple[int, int]:
    +        """Returns this actions destination."""
    +        return self.entity.x + self.dx, self.entity.y + self.dy
    +
    +    @property
    +    def blocking_entity(self) -> Optional[Entity]:
    +        """Return the blocking entity at this actions destination.."""
    +        return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
    +
    +    def perform(self) -> None:
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        raise NotImplementedError()
    +
    +
    +class MeleeAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        target = self.blocking_entity
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +        target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
    +        if not target:
    +            return  # No entity to attack.
    +
    +        print(f"You kick the {target.name}, much to its annoyance!")
    +
    +
    +class MovementAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        dest_x, dest_y = self.dest_xy
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if not self.engine.game_map.in_bounds(dest_x, dest_y):
    +        if not engine.game_map.in_bounds(dest_x, dest_y):
    +            return  # Destination is out of bounds.
    +        if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +        if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            return  # Destination is blocked by a tile.
    +        if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return  # Destination is blocked by an entity.
    +
    +        self.entity.move(self.dx, self.dy)
    +        entity.move(self.dx, self.dy)
    +
    +
    +class BumpAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        if self.blocking_entity:
    +            return MeleeAction(self.entity, self.dx, self.dy).perform()
    +    def perform(self, engine: Engine, entity: Entity) -> None:
    +        dest_x = entity.x + self.dx
    +        dest_y = entity.y + self.dy
    +
    +        if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            return MeleeAction(self.dx, self.dy).perform(engine, entity)
    +
    +        else:
    +            return MovementAction(self.entity, self.dx, self.dy).perform()
    +            return MovementAction(self.dx, self.dy).perform(engine, entity)
    + +
    + +
    + +

    game_map.py

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import Iterable, Optional, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    +if TYPE_CHECKING:
    ++   from engine import Engine
    +    from entity import Entity
    +
    +
    +class GameMap:
    +-   def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
    ++   def __init__(
    ++       self, engine: Engine, width: int, height: int, entities: Iterable[Entity] = ()
    ++   ):
    ++       self.engine = engine
    +        self.width, self.height = width, height
    +        self.entities = set(entities)
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +-       self.visible = np.full((width, height), fill_value=False, order="F")  # Tiles the player can currently see
    ++       self.visible = np.full(
    ++           (width, height), fill_value=False, order="F"
    ++       )  # Tiles the player can currently see
    +-       self.explored = np.full((width, height), fill_value=False, order="F")  # Tiles the player has seen before
    ++       self.explored = np.full(
    ++           (width, height), fill_value=False, order="F"
    ++       )  # Tiles the player has seen before
    +
    +-   def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optional[Entity]:
    ++   def get_blocking_entity_at_location(
    ++       self, location_x: int, location_y: int,
    ++   ) -> Optional[Entity]:
    +        for entity in self.entities:
    +-           if entity.blocks_movement and entity.x == location_x and entity.y == location_y:
    ++           if (
    ++               entity.blocks_movement
    ++               and entity.x == location_x
    ++               and entity.y == location_y
    ++           ):
    +                return entity
    +
    +        return None
    +
    +    def in_bounds(self, x: int, y: int) -> bool:
    +        """Return True if x and y are inside of the bounds of this map."""
    +        return 0 <= x < self.width and 0 <= y < self.height
    +
    +    def render(self, console: Console) -> None:
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +-       console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    ++       console.tiles_rgb[0 : self.width, 0 : self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +-           default=tile_types.SHROUD
    ++           default=tile_types.SHROUD,
    +        )
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Iterable, Optional, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +
    +class GameMap:
    +    def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
    +    def __init__(
    +        self, engine: Engine, width: int, height: int, entities: Iterable[Entity] = ()
    +    ):
    +        self.engine = engine
    +        self.width, self.height = width, height
    +        self.entities = set(entities)
    +        self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
    +
    +        self.visible = np.full((width, height), fill_value=False, order="F")  # Tiles the player can currently see
    +        self.visible = np.full(
    +            (width, height), fill_value=False, order="F"
    +        )  # Tiles the player can currently see
    +        self.explored = np.full((width, height), fill_value=False, order="F")  # Tiles the player has seen before
    +        self.explored = np.full(
    +            (width, height), fill_value=False, order="F"
    +        )  # Tiles the player has seen before
    +
    +    def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optional[Entity]:
    +    def get_blocking_entity_at_location(
    +        self, location_x: int, location_y: int,
    +    ) -> Optional[Entity]:
    +        for entity in self.entities:
    +            if entity.blocks_movement and entity.x == location_x and entity.y == location_y:
    +            if (
    +                entity.blocks_movement
    +                and entity.x == location_x
    +                and entity.y == location_y
    +            ):
    +                return entity
    +
    +        return None
    +
    +    def in_bounds(self, x: int, y: int) -> bool:
    +        """Return True if x and y are inside of the bounds of this map."""
    +        return 0 <= x < self.width and 0 <= y < self.height
    +
    +    def render(self, console: Console) -> None:
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +        console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    +        console.tiles_rgb[0 : self.width, 0 : self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +            default=tile_types.SHROUD
    +            default=tile_types.SHROUD,
    +        )
    + +
    + +
    + +

    main.py

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import copy
    +
    +import tcod
    +
    +from engine import Engine
    +import entity_factories
    +-from input_handlers import EventHandler
    +from procgen import generate_dungeon
    +
    +    ...
    ++   player = copy.deepcopy(entity_factories.player)
    +-   event_handler = EventHandler()
    +
    ++   engine = Engine(player=player)
    +-   player = copy.deepcopy(entity_factories.player)
    +
    ++   engine.game_map = generate_dungeon(
    +-   game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    ++       engine=engine,
    +-       player=player,
    +    )
    ++   engine.update_fov()
    +
    +-   engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
    +
    +    with tcod.context.new_terminal(
    +        ...
    +        while True:
    +            engine.render(console=root_console, context=context)
    +
    ++           engine.event_handler.handle_events()
    +-           events = tcod.event.wait()
    +
    +-           engine.handle_events(events)
    +
    +
    +if __name__ == "__main__":
    +    main()
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import copy
    +
    +import tcod
    +
    +from engine import Engine
    +import entity_factories
    +from input_handlers import EventHandler
    +from procgen import generate_dungeon
    +
    +    ...
    +    player = copy.deepcopy(entity_factories.player)
    +    event_handler = EventHandler()
    +
    +    engine = Engine(player=player)
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine.game_map = generate_dungeon(
    +    game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        engine=engine,
    +        player=player,
    +    )
    +    engine.update_fov()
    +
    +    engine = Engine(event_handler=event_handler, game_map=game_map, player=player)
    +
    +    with tcod.context.new_terminal(
    +        ...
    +        while True:
    +            engine.render(console=root_console, context=context)
    +
    +            engine.event_handler.handle_events()
    +            events = tcod.event.wait()
    +
    +            engine.handle_events(events)
    +
    +
    +if __name__ == "__main__":
    +    main()
    + +
    + +
    + +

    entity.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import copy
    +-from typing import Tuple, TypeVar, TYPE_CHECKING
    ++from typing import Optional, Tuple, TypeVar, TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    ++   gamemap: GameMap
    +
    +    def __init__(
    +        self,
    ++       gamemap: Optional[GameMap] = None,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    ++       if gamemap:
    ++           # If gamemap isn't provided now then it will be set later.
    ++           self.gamemap = gamemap
    ++           gamemap.entities.add(self)
    +
    +    def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
    +        """Spawn a copy of this instance at the given location."""
    +        clone = copy.deepcopy(self)
    +        clone.x = x
    +        clone.y = y
    ++       clone.gamemap = gamemap
    +        gamemap.entities.add(clone)
    +        return clone
    +
    ++   def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
    ++       """Place this entity at a new location.  Handles moving across GameMaps."""
    ++       self.x = x
    ++       self.y = y
    ++       if gamemap:
    ++           if hasattr(self, "gamemap"):  # Possibly uninitialized.
    ++               self.gamemap.entities.remove(self)
    ++           self.gamemap = gamemap
    ++           gamemap.entities.add(self)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +from typing import Tuple, TypeVar, TYPE_CHECKING
    +from typing import Optional, Tuple, TypeVar, TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +    gamemap: GameMap
    +
    +    def __init__(
    +        self,
    +        gamemap: Optional[GameMap] = None,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    +        if gamemap:
    +            # If gamemap isn't provided now then it will be set later.
    +            self.gamemap = gamemap
    +            gamemap.entities.add(self)
    +
    +    def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
    +        """Spawn a copy of this instance at the given location."""
    +        clone = copy.deepcopy(self)
    +        clone.x = x
    +        clone.y = y
    +        clone.gamemap = gamemap
    +        gamemap.entities.add(clone)
    +        return clone
    +
    +    def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
    +        """Place this entity at a new location.  Handles moving across GameMaps."""
    +        self.x = x
    +        self.y = y
    +        if gamemap:
    +            if hasattr(self, "gamemap"):  # Possibly uninitialized.
    +                self.gamemap.entities.remove(self)
    +            self.gamemap = gamemap
    +            gamemap.entities.add(self)
    + +
    + +
    + +

    procgen.py:

    +
    + + + + +
    + +
    import tile_types
    +
    +
    +if TYPE_CHECKING:
    ++   from engine import Engine
    +-   from entity import Entity
    +
    +...
    +def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    max_monsters_per_room: int,
    ++   engine: Engine,
    +-   player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    ++   player = engine.player
    ++   dungeon = GameMap(engine, map_width, map_height, entities=[player])
    +-   dungeon = GameMap(map_width, map_height, entities=[player])
    +
    +    rooms: List[RectangularRoom] = []
    +    ...
    +
    +        ...
    +        if len(rooms) == 0:
    +            # The first room, where the player starts.
    ++           player.place(*new_room.center, dungeon)
    +-           player.x, player.y = new_room.center
    +        else:  # All rooms after the first.
    +            ...
    +
    + +
    +
    + +
    import tile_types
    +
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +...
    +def generate_dungeon(
    +    max_rooms: int,
    +    room_min_size: int,
    +    room_max_size: int,
    +    map_width: int,
    +    map_height: int,
    +    max_monsters_per_room: int,
    +    engine: Engine,
    +    player: Entity,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    player = engine.player
    +    dungeon = GameMap(engine, map_width, map_height, entities=[player])
    +    dungeon = GameMap(map_width, map_height, entities=[player])
    +
    +    rooms: List[RectangularRoom] = []
    +    ...
    +
    +        ...
    +        if len(rooms) == 0:
    +            # The first room, where the player starts.
    +            player.place(*new_room.center, dungeon)
    +            player.x, player.y = new_room.center
    +        else:  # All rooms after the first.
    +            ...
    + +
    + +
    + +

    engine.py:

    +
    + + + + +
    + +
    +from __future__ import annotations
    +
    ++from typing import TYPE_CHECKING
    +-from typing import Iterable, Any
    +
    +from tcod.context import Context
    +from tcod.console import Console
    +from tcod.map import compute_fov
    +
    +-from entity import Entity
    +-from game_map import GameMap
    +from input_handlers import EventHandler
    +
    ++if TYPE_CHECKING:
    ++   from entity import Entity
    ++   from game_map import GameMap
    +
    +
    +class Engine:
    ++   game_map: GameMap
    +
    ++   def __init__(self, player: Entity):
    ++       self.event_handler: EventHandler = EventHandler(self)
    ++       self.player = player
    +-   def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
    +-       self.event_handler = event_handler
    +-       self.game_map = game_map
    +-       self.player = player
    +-       self.update_fov()
    +
    +    def handle_enemy_turns(self) -> None:
    +        for entity in self.game_map.entities - {self.player}:
    +            print(f'The {entity.name} wonders when it will get to take a real turn.')
    +
    +-   def handle_events(self, events: Iterable[Any]) -> None:
    +-       for event in events:
    +-           action = self.event_handler.dispatch(event)
    +
    +-           if action is None:
    +-               continue
    +
    +-           action.perform(self, self.player)
    +-           self.handle_enemy_turns()
    +-           self.update_fov()  # Update the FOV before the players next action.
    +
    +    def update_fov(self) -> None:
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +from typing import Iterable, Any
    +
    +from tcod.context import Context
    +from tcod.console import Console
    +from tcod.map import compute_fov
    +
    +from entity import Entity
    +from game_map import GameMap
    +from input_handlers import EventHandler
    +
    +if TYPE_CHECKING:
    +    from entity import Entity
    +    from game_map import GameMap
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Entity):
    +        self.event_handler: EventHandler = EventHandler(self)
    +        self.player = player
    +    def __init__(self, event_handler: EventHandler, game_map: GameMap, player: Entity):
    +        self.event_handler = event_handler
    +        self.game_map = game_map
    +        self.player = player
    +        self.update_fov()
    +
    +    def handle_enemy_turns(self) -> None:
    +        for entity in self.game_map.entities - {self.player}:
    +            print(f'The {entity.name} wonders when it will get to take a real turn.')
    +
    +    def handle_events(self, events: Iterable[Any]) -> None:
    +        for event in events:
    +            action = self.event_handler.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform(self, self.player)
    +            self.handle_enemy_turns()
    +            self.update_fov()  # Update the FOV before the players next action.
    +
    +    def update_fov(self) -> None:
    +        ...
    + +
    + +
    + +

    + Onwards to Part 6 + + + Link to heading + +

    +

    The last part of this tutorial set us up for combat, so now it’s time to actually implement it.

    +

    In order to make “killable” Entities, rather than attaching hit points to each Entity we create, we’ll create a component, called Fighter, + which will hold information related to combat, like HP, max HP, attack, + and defense. If an Entity can fight, it will have this component +attached to it, and if not, it won’t. This way of doing things is called + composition, and it’s an alternative to your typical inheritance-based programming model. (This tutorial uses both composition and inheritance).

    +

    Create a new Python package (a folder with an empty __init__.py file), called components. In that new directory, add two new files, one called base_component.py, and another called fighter.py. The Fighter class in fighter.py will inherit from the class we put in base_component.py, so let’s start with that one:

    +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +
    +class BaseComponent:
    +    entity: Entity  # Owning entity instance.
    +
    +    @property
    +    def engine(self) -> Engine:
    +        return self.entity.gamemap.engine
    +

    With that, let’s now open up fighter.py and put the following into it:

    +
    from components.base_component import BaseComponent
    +
    +
    +class Fighter(BaseComponent):
    +    def __init__(self, hp: int, defense: int, power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +        self.defense = defense
    +        self.power = power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    +

    We import and inherit from BaseComponent, which gives us access to the parent entity and the engine, which will be useful later on.

    +

    The __init__ function takes a few arguments. hp represents the entity’s hit points. defense is how much taken damage will be reduced. power is the entity’s raw attack power.

    +

    What’s with the hp property? We define both a getter and setter, which will allow the class to access hp like a normal variable. The getter (the one with the @property thing above the method) doesn’t do anything special: it just returns the HP. The setter (@hp.setter) is where things get more interesting.

    +

    By defining HP this way, we can modify the value as it’s set within the method. This line:

    +
            self._hp = max(0, min(value, self.max_hp))
    +

    Means that _hp (which we access through hp) will never be set to less than 0, but also won’t ever go higher than the max_hp attribute.

    +

    So that’s our Fighter component. It won’t do us much +good at the moment, because the entities in our game still don’t move or + do much of anything (besides the player, anyway). To give some life to +our entities, we can add another component, which, when attached to our +entities, will allow them to take turns and move around.

    +

    Create a file in the components directory called ai.py, and put the following contents into it:

    +
    from __future__ import annotations
    +
    +from typing import List, Tuple
    +
    +import numpy as np  # type: ignore
    +import tcod
    +
    +from actions import Action
    +from components.base_component import BaseComponent
    +
    +
    +class BaseAI(Action, BaseComponent):
    +    def perform(self) -> None:
    +        raise NotImplementedError()
    +
    +    def get_path_to(self, dest_x: int, dest_y: int) -> List[Tuple[int, int]]:
    +        """Compute and return a path to the target position.
    +
    +        If there is no valid path then returns an empty list.
    +        """
    +        # Copy the walkable array.
    +        cost = np.array(self.entity.gamemap.tiles["walkable"], dtype=np.int8)
    +
    +        for entity in self.entity.gamemap.entities:
    +            # Check that an enitiy blocks movement and the cost isn't zero (blocking.)
    +            if entity.blocks_movement and cost[entity.x, entity.y]:
    +                # Add to the cost of a blocked position.
    +                # A lower number means more enemies will crowd behind each other in
    +                # hallways.  A higher number means enemies will take longer paths in
    +                # order to surround the player.
    +                cost[entity.x, entity.y] += 10
    +
    +        # Create a graph from the cost array and pass that graph to a new pathfinder.
    +        graph = tcod.path.SimpleGraph(cost=cost, cardinal=2, diagonal=3)
    +        pathfinder = tcod.path.Pathfinder(graph)
    +
    +        pathfinder.add_root((self.entity.x, self.entity.y))  # Start position.
    +
    +        # Compute the path to the destination and remove the starting point.
    +        path: List[List[int]] = pathfinder.path_to((dest_x, dest_y))[1:].tolist()
    +
    +        # Convert from List[List[int]] to List[Tuple[int, int]].
    +        return [(index[0], index[1]) for index in path]
    +

    BaseAI doesn’t implement a perform method, since the entities which will be using AI to act will have to have an AI class that inherits from this one.

    +

    get_path_to uses the “walkable” tiles in our map, along with some TCOD pathfinding tools to get the path from the BaseAI’s + parent entity to whatever their target might be. In the case of this +tutorial, the target will always be the player, though you could +theoretically write a monster that cares more about food or treasure +than attacking the player.

    +

    The pathfinder first builds an array of cost, which is +how “costly” (time consuming) it will take to get to the target. If a +piece of terrain takes longer to traverse, its cost will be higher. In +the case of our simple game, all parts of the map have the same cost, +but what this cost array allows us to do is take other entities into +account.

    +

    How? Well, if an entity exists at a spot on the map, we increase the +cost of moving there to “10”. What this does is encourages the entity to + move around the entity that’s blocking them from their target. Higher +values will cause the entity to take a longer path around; shorter +values will cause groups to gather into crowds, since they don’t want to + move around.

    +

    More information about TCOD’s pathfinding can be found here.

    +

    To make use of our new Fighter and AI components, we could attach them directly onto the Entity + class. However, it might be useful to differentiate between entities +that can act, and those that can’t. Right now, our game only consists of + acting entities, but soon enough, we’ll be adding things like +consumable items and, eventually, equipment, which won’t be able to take + turns or take damage.

    +

    One way to handle this is to create a new subclass of Entity, called Actor, and give it all the same attributes as Entity, plus the ai and fighter components it will need. Modify entity.py like this:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import copy
    +-from typing import Tuple, TypeVar, TYPE_CHECKING
    ++from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
    +
    +
    +if TYPE_CHECKING:
    ++   from components.ai import BaseAI
    ++   from components.fighter import Fighter
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    ...
    +
    +
    ++class Actor(Entity):
    ++   def __init__(
    ++       self,
    ++       *,
    ++       x: int = 0,
    ++       y: int = 0,
    ++       char: str = "?",
    ++       color: Tuple[int, int, int] = (255, 255, 255),
    ++       name: str = "<Unnamed>",
    ++       ai_cls: Type[BaseAI],
    ++       fighter: Fighter
    ++   ):
    ++       super().__init__(
    ++           x=x,
    ++           y=y,
    ++           char=char,
    ++           color=color,
    ++           name=name,
    ++           blocks_movement=True,
    ++       )
    +
    ++       self.ai: Optional[BaseAI] = ai_cls(self)
    +
    ++       self.fighter = fighter
    ++       self.fighter.entity = self
    +
    ++   @property
    ++   def is_alive(self) -> bool:
    ++       """Returns True as long as this actor can perform actions."""
    ++       return bool(self.ai)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +from typing import Tuple, TypeVar, TYPE_CHECKING
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
    +
    +
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.fighter import Fighter
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    ...
    +
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +        self.fighter.entity = self
    +
    +    @property
    +    def is_alive(self) -> bool:
    +        """Returns True as long as this actor can perform actions."""
    +        return bool(self.ai)
    + +
    + +
    + +

    The first thing our Actor class does in its __init__() function is call its superclass’s __init__(), which in this case, is the Entity class. We’re passing blocks_movement as True every time, because we can assume that all the “actors” will block movement.

    +

    Besides calling the Entity.__init__(), we also set the two components for the Actor class: ai and fighter. + The idea is that each actor will need two things to function: the +ability to move around and make decisions, and the ability to take (and +receive) damage.

    +

    This new Actor class isn’t quite enough to get our enemies up and moving around, but we’re getting there. We actually need to revisit ai.py, and add a new class there to handle hostile enemies. Enter the following changes in ai.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +-from typing import List, Tuple
    ++from typing import List, Tuple, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +import tcod
    +
    +-from actions import Action
    ++from actions import Action, MeleeAction, MovementAction, WaitAction
    +from components.base_component import BaseComponent
    +
    ++if TYPE_CHECKING:
    ++   from entity import Actor
    +
    +
    +class BaseAI(Action, BaseComponent):
    ++   entity: Actor
    +
    +    def perform(self) -> None:
    +        ...
    +
    +
    ++class HostileEnemy(BaseAI):
    ++   def __init__(self, entity: Actor):
    ++       super().__init__(entity)
    ++       self.path: List[Tuple[int, int]] = []
    +
    ++   def perform(self) -> None:
    ++       target = self.engine.player
    ++       dx = target.x - self.entity.x
    ++       dy = target.y - self.entity.y
    ++       distance = max(abs(dx), abs(dy))  # Chebyshev distance.
    +
    ++       if self.engine.game_map.visible[self.entity.x, self.entity.y]:
    ++           if distance <= 1:
    ++               return MeleeAction(self.entity, dx, dy).perform()
    +
    ++           self.path = self.get_path_to(target.x, target.y)
    +
    ++       if self.path:
    ++           dest_x, dest_y = self.path.pop(0)
    ++           return MovementAction(
    ++               self.entity, dest_x - self.entity.x, dest_y - self.entity.y,
    ++           ).perform()
    +
    ++       return WaitAction(self.entity).perform()
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import List, Tuple
    +from typing import List, Tuple, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +import tcod
    +
    +from actions import Action
    +from actions import Action, MeleeAction, MovementAction, WaitAction
    +from components.base_component import BaseComponent
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class BaseAI(Action, BaseComponent):
    +    entity: Actor
    +
    +    def perform(self) -> None:
    +        ...
    +
    +
    +class HostileEnemy(BaseAI):
    +    def __init__(self, entity: Actor):
    +        super().__init__(entity)
    +        self.path: List[Tuple[int, int]] = []
    +
    +    def perform(self) -> None:
    +        target = self.engine.player
    +        dx = target.x - self.entity.x
    +        dy = target.y - self.entity.y
    +        distance = max(abs(dx), abs(dy))  # Chebyshev distance.
    +
    +        if self.engine.game_map.visible[self.entity.x, self.entity.y]:
    +            if distance <= 1:
    +                return MeleeAction(self.entity, dx, dy).perform()
    +
    +            self.path = self.get_path_to(target.x, target.y)
    +
    +        if self.path:
    +            dest_x, dest_y = self.path.pop(0)
    +            return MovementAction(
    +                self.entity, dest_x - self.entity.x, dest_y - self.entity.y,
    +            ).perform()
    +
    +        return WaitAction(self.entity).perform()
    + +
    + +
    + +

    HostileEnemy is the AI class we’ll use for our enemies. It defines the perform method, which does the following:

    +
      +
    • If the entity is not in the player’s vision, simply wait.
    • +
    • If the player is right next to the entity (distance <= 1), attack the player.
    • +
    • If the player can see the entity, but the entity is too far away to attack, then move towards the player.
    • +
    +

    The last line actually calls an action that we haven’t defined yet: WaitAction. This action will be used when the player or an enemy decides to wait where they are rather than taking a turn.

    +

    Implement WaitAction by opening actions.py:

    +
    + + + + +
    + +
    class EscapeAction(Action):
    +    ...
    +
    +
    ++class WaitAction(Action):
    ++   def perform(self) -> None:
    ++       pass
    +
    +
    +class ActionWithDirection(Action):
    +    ...
    +
    + +
    +
    + +
    class EscapeAction(Action):
    +    ...
    +
    +
    +class WaitAction(Action):
    +    def perform(self) -> None:
    +        pass
    +
    +
    +class ActionWithDirection(Action):
    +    ...
    + +
    + +
    + +

    As you can see, WaitAction does… well, nothing. And that’s what we want it to do, as it represents an actor saying “I’ll do nothing this turn.”

    +

    With all that in place, we’ll need to refactor our entity_factories.py file to make use of the new Actor class, as well as its components. Modify entity_factories.py to look like this:

    +
    + + + + +
    + +
    +from components.ai import HostileEnemy
    ++from components.fighter import Fighter
    ++from entity import Actor
    +-from entity import Entity
    +
    ++player = Actor(
    ++   char="@",
    ++   color=(255, 255, 255),
    ++   name="Player",
    ++   ai_cls=HostileEnemy,
    ++   fighter=Fighter(hp=30, defense=2, power=5),
    ++)
    +-player = Entity(char="@", color=(255, 255, 255), name="Player", blocks_movement=True)
    +
    ++orc = Actor(
    ++   char="o",
    ++   color=(63, 127, 63),
    ++   name="Orc",
    ++   ai_cls=HostileEnemy,
    ++   fighter=Fighter(hp=10, defense=0, power=3),
    ++)
    ++troll = Actor(
    ++   char="T",
    ++   color=(0, 127, 0),
    ++   name="Troll",
    ++   ai_cls=HostileEnemy,
    ++   fighter=Fighter(hp=16, defense=1, power=4),
    ++)
    +-orc = Entity(char="o", color=(63, 127, 63), name="Orc", blocks_movement=True)
    +-troll = Entity(char="T", color=(0, 127, 0), name="Troll", blocks_movement=True)
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components.fighter import Fighter
    +from entity import Actor
    +from entity import Entity
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +)
    +player = Entity(char="@", color=(255, 255, 255), name="Player", blocks_movement=True)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +)
    +orc = Entity(char="o", color=(63, 127, 63), name="Orc", blocks_movement=True)
    +troll = Entity(char="T", color=(0, 127, 0), name="Troll", blocks_movement=True)
    + +
    + +
    + +

    We’ve changed each entity to make use of the Actor class, and used the HostileEnemy AI class for the Orc and the Troll types. +The player doesn’t use the AI, so the AI given to it doesn’t matter other than that an AI must be specified for all Actor’s. +Also, we defined the Fighter component for each, giving a +few different values to make the Trolls stronger than the Orcs. Feel +free to modify these values to your liking.

    +

    How do enemies actually take their turns, though? It’s actually +pretty simple: rather than printing the message we were before, we just +check if the entity has an AI, and if it does, we call the perform method from that AI component. Modify engine.py to do this:

    +
    + + + + +
    + +
        def handle_enemy_turns(self) -> None:
    ++       for entity in set(self.game_map.actors) - {self.player}:
    ++           if entity.ai:
    ++               entity.ai.perform()
    +-       for entity in self.game_map.entities - {self.player}:
    +-           print(f'The {entity.name} wonders when it will get to take a real turn.')
    +
    + +
    +
    + +
        def handle_enemy_turns(self) -> None:
    +        for entity in set(self.game_map.actors) - {self.player}:
    +            if entity.ai:
    +                entity.ai.perform()
    +        for entity in self.game_map.entities - {self.player}:
    +            print(f'The {entity.name} wonders when it will get to take a real turn.')
    + +
    + +
    + +

    But wait, game_map.actors isn’t defined. What should it do, though? Same thing as game_map.entities, except it should return only the Actor entities.

    +

    Let’s add this method to GameMap:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +-from typing import Iterable, Optional, TYPE_CHECKING
    ++from typing import Iterable, Iterator, Optional, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    ++from entity import Actor
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +class GameMap:
    +    def __init__(
    +        ...
    +
    ++   @property
    ++   def actors(self) -> Iterator[Actor]:
    ++       """Iterate over this maps living actors."""
    ++       yield from (
    ++           entity
    ++           for entity in self.entities
    ++           if isinstance(entity, Actor) and entity.is_alive
    ++       )
    +
    +    def get_blocking_entity_at_location(
    +        ...
    +
    ++   def get_actor_at_location(self, x: int, y: int) -> Optional[Actor]:
    ++       for actor in self.actors:
    ++           if actor.x == x and actor.y == y:
    ++               return actor
    +
    ++       return None
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Iterable, Optional, TYPE_CHECKING
    +from typing import Iterable, Iterator, Optional, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +from entity import Actor
    +import tile_types
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +
    +class GameMap:
    +    def __init__(
    +        ...
    +
    +    @property
    +    def actors(self) -> Iterator[Actor]:
    +        """Iterate over this maps living actors."""
    +        yield from (
    +            entity
    +            for entity in self.entities
    +            if isinstance(entity, Actor) and entity.is_alive
    +        )
    +
    +    def get_blocking_entity_at_location(
    +        ...
    +
    +    def get_actor_at_location(self, x: int, y: int) -> Optional[Actor]:
    +        for actor in self.actors:
    +            if actor.x == x and actor.y == y:
    +                return actor
    +
    +        return None
    + +
    + +
    + +

    Our actors property will return all the Actor entities in the map, but only those that are currently “alive”.

    +

    We’ve also went ahead and added a get_actor_at_location, which, as the name implies, acts similarly to get_blocking_entity_at_location, but returns only an Actor. This will come in handy later on.

    +

    Run the project now, and the enemies should chase you around! They can’t really attack just yet, but we’re getting there.

    +

    Part 6 - The Chase

    +

    One thing you might have noticed is that we’re letting our enemies +move and attack in diagonal directions, but our player can only move in +the four cardinal directions (up, down, left, right). We can fix that by + adjusting input_handlers.py. While we’re at it, we might want to define a more flexible way of defining the movement keys rather than the if...elif + structure we’ve used so far. While that does work, it gets a bit clunky + after more than just a few options. We can fix this by modifying input_handlers.py like this:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +
    +import tcod.event
    +
    +-from actions import Action, BumpAction, EscapeAction
    ++from actions import Action, BumpAction, EscapeAction, WaitAction
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +
    +
    ++MOVE_KEYS = {
    ++   # Arrow keys.
    ++   tcod.event.K_UP: (0, -1),
    ++   tcod.event.K_DOWN: (0, 1),
    ++   tcod.event.K_LEFT: (-1, 0),
    ++   tcod.event.K_RIGHT: (1, 0),
    ++   tcod.event.K_HOME: (-1, -1),
    ++   tcod.event.K_END: (-1, 1),
    ++   tcod.event.K_PAGEUP: (1, -1),
    ++   tcod.event.K_PAGEDOWN: (1, 1),
    ++   # Numpad keys.
    ++   tcod.event.K_KP_1: (-1, 1),
    ++   tcod.event.K_KP_2: (0, 1),
    ++   tcod.event.K_KP_3: (1, 1),
    ++   tcod.event.K_KP_4: (-1, 0),
    ++   tcod.event.K_KP_6: (1, 0),
    ++   tcod.event.K_KP_7: (-1, -1),
    ++   tcod.event.K_KP_8: (0, -1),
    ++   tcod.event.K_KP_9: (1, -1),
    ++   # Vi keys.
    ++   tcod.event.K_h: (-1, 0),
    ++   tcod.event.K_j: (0, 1),
    ++   tcod.event.K_k: (0, -1),
    ++   tcod.event.K_l: (1, 0),
    ++   tcod.event.K_y: (-1, -1),
    ++   tcod.event.K_u: (1, -1),
    ++   tcod.event.K_b: (-1, 1),
    ++   tcod.event.K_n: (1, 1),
    ++}
    +
    ++WAIT_KEYS = {
    ++   tcod.event.K_PERIOD,
    ++   tcod.event.K_KP_5,
    ++   tcod.event.K_CLEAR,
    ++}
    +
    +
    +        ...
    +
    +-       if key == tcod.event.K_UP:
    +-           action = BumpAction(dx=0, dy=-1)
    +-       elif key == tcod.event.K_DOWN:
    +-           action = BumpAction(dx=0, dy=1)
    +-       elif key == tcod.event.K_LEFT:
    +-           action = BumpAction(dx=-1, dy=0)
    +-       elif key == tcod.event.K_RIGHT:
    +-           action = BumpAction(dx=1, dy=0)
    ++       if key in MOVE_KEYS:
    ++           dx, dy = MOVE_KEYS[key]
    ++           action = BumpAction(player, dx, dy)
    ++       elif key in WAIT_KEYS:
    ++           action = WaitAction(player)
    +
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +
    +import tcod.event
    +
    +from actions import Action, BumpAction, EscapeAction
    +from actions import Action, BumpAction, EscapeAction, WaitAction
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +
    +
    +MOVE_KEYS = {
    +    # Arrow keys.
    +    tcod.event.K_UP: (0, -1),
    +    tcod.event.K_DOWN: (0, 1),
    +    tcod.event.K_LEFT: (-1, 0),
    +    tcod.event.K_RIGHT: (1, 0),
    +    tcod.event.K_HOME: (-1, -1),
    +    tcod.event.K_END: (-1, 1),
    +    tcod.event.K_PAGEUP: (1, -1),
    +    tcod.event.K_PAGEDOWN: (1, 1),
    +    # Numpad keys.
    +    tcod.event.K_KP_1: (-1, 1),
    +    tcod.event.K_KP_2: (0, 1),
    +    tcod.event.K_KP_3: (1, 1),
    +    tcod.event.K_KP_4: (-1, 0),
    +    tcod.event.K_KP_6: (1, 0),
    +    tcod.event.K_KP_7: (-1, -1),
    +    tcod.event.K_KP_8: (0, -1),
    +    tcod.event.K_KP_9: (1, -1),
    +    # Vi keys.
    +    tcod.event.K_h: (-1, 0),
    +    tcod.event.K_j: (0, 1),
    +    tcod.event.K_k: (0, -1),
    +    tcod.event.K_l: (1, 0),
    +    tcod.event.K_y: (-1, -1),
    +    tcod.event.K_u: (1, -1),
    +    tcod.event.K_b: (-1, 1),
    +    tcod.event.K_n: (1, 1),
    +}
    +
    +WAIT_KEYS = {
    +    tcod.event.K_PERIOD,
    +    tcod.event.K_KP_5,
    +    tcod.event.K_CLEAR,
    +}
    +
    +
    +        ...
    +
    +        if key == tcod.event.K_UP:
    +            action = BumpAction(player, dx=0, dy=-1)
    +        elif key == tcod.event.K_DOWN:
    +            action = BumpAction(player, dx=0, dy=1)
    +        elif key == tcod.event.K_LEFT:
    +            action = BumpAction(player, dx=-1, dy=0)
    +        elif key == tcod.event.K_RIGHT:
    +            action = BumpAction(player, dx=1, dy=0)
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    +            action = BumpAction(player, dx, dy)
    +        elif key in WAIT_KEYS:
    +            action = WaitAction(player)
    +
    +        ...
    + +
    + +
    + +

    The MOVE_KEYS dictionary holds various different +possibilities for movement. Some roguelikes utilize the numpad for +movement, some use “Vi Keys.” Ours will actually use both for the time +being. Feel free to change the key scheme if you’re not a fan of it.

    +

    Where we used to do if...elif statements for each direction, we can now just check if the key was part of MOVE_KEYS, and if it was, we return the dx and dy values from the dictionary. This is a lot simpler and cleaner than our previous format.

    +

    So now that our enemies can chase us down, it’s time to make them do some real damage.

    +

    Open up actions.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, Tuple, TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +-   from entity import Entity
    ++   from entity import Actor, Entity
    +
    +
    +class Action:
    +-   def __init__(self, entity: Entity) -> None:
    ++   def __init__(self, entity: Actor) -> None:
    +        super().__init__()
    +        self.entity = entity
    +
    +    ...
    +
    +
    +class ActionWithDirection(Action):
    +-   def __init__(self, entity: Entity, dx: int, dy: int):
    ++   def __init__(self, entity: Actor, dx: int, dy: int):
    +        super().__init__(entity)
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    @property
    +    def dest_xy(self) -> Tuple[int, int]:
    +        """Returns this actions destination."""
    +        return self.entity.x + self.dx, self.entity.y + self.dy
    +
    +    @property
    +    def blocking_entity(self) -> Optional[Entity]:
    +        """Return the blocking entity at this actions destination.."""
    +        return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
    +
    ++   @property
    ++   def target_actor(self) -> Optional[Actor]:
    ++       """Return the actor at this actions destination."""
    ++       return self.engine.game_map.get_actor_at_location(*self.dest_xy)
    +
    +    def perform(self) -> None:
    +        raise NotImplementedError()
    +
    +
    +class MeleeAction(ActionWithDirection):
    +    def perform(self) -> None:
    ++       target = self.target_actor
    +-       target = self.blocking_entity
    +        if not target:
    +            return  # No entity to attack.
    +
    ++       damage = self.entity.fighter.power - target.fighter.defense
    +
    ++       attack_desc = f"{self.entity.name.capitalize()} attacks {target.name}"
    ++       if damage > 0:
    ++           print(f"{attack_desc} for {damage} hit points.")
    ++           target.fighter.hp -= damage
    ++       else:
    ++           print(f"{attack_desc} but does no damage.")
    +-       print(f"You kick the {target.name}, much to its annoyance!")
    +
    +
    +class MovementAction(ActionWithDirection):
    +    ...
    +
    +
    +class BumpAction(ActionWithDirection):
    +    def perform(self) -> None:
    +-       if self.blocking_entity:
    ++       if self.target_actor:
    +            return MeleeAction(self.entity, self.dx, self.dy).perform()
    +
    +        else:
    +            return MovementAction(self.entity, self.dx, self.dy).perform()
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, Tuple, TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +    from entity import Actor, Entity
    +
    +
    +class Action:
    +    def __init__(self, entity: Entity) -> None:
    +    def __init__(self, entity: Actor) -> None:
    +        super().__init__()
    +        self.entity = entity
    +
    +    ...
    +
    +
    +class ActionWithDirection(Action):
    +    def __init__(self, entity: Entity, dx: int, dy: int):
    +    def __init__(self, entity: Actor, dx: int, dy: int):
    +        super().__init__(entity)
    +
    +        self.dx = dx
    +        self.dy = dy
    +
    +    @property
    +    def dest_xy(self) -> Tuple[int, int]:
    +        """Returns this actions destination."""
    +        return self.entity.x + self.dx, self.entity.y + self.dy
    +
    +    @property
    +    def blocking_entity(self) -> Optional[Entity]:
    +        """Return the blocking entity at this actions destination.."""
    +        return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
    +
    +    @property
    +    def target_actor(self) -> Optional[Actor]:
    +        """Return the actor at this actions destination."""
    +        return self.engine.game_map.get_actor_at_location(*self.dest_xy)
    +
    +    def perform(self) -> None:
    +        raise NotImplementedError()
    +
    +
    +class MeleeAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        target = self.target_actor
    +        target = self.blocking_entity
    +        if not target:
    +            return  # No entity to attack.
    +
    +        damage = self.entity.fighter.power - target.fighter.defense
    +
    +        attack_desc = f"{self.entity.name.capitalize()} attacks {target.name}"
    +        if damage > 0:
    +            print(f"{attack_desc} for {damage} hit points.")
    +            target.fighter.hp -= damage
    +        else:
    +            print(f"{attack_desc} but does no damage.")
    +        print(f"You kick the {target.name}, much to its annoyance!")
    +
    +
    +class MovementAction(ActionWithDirection):
    +    ...
    +
    +
    +class BumpAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        if self.blocking_entity:
    +        if self.target_actor:
    +            return MeleeAction(self.entity, self.dx, self.dy).perform()
    +
    +        else:
    +            return MovementAction(self.entity, self.dx, self.dy).perform()
    + +
    + +
    + +

    We’re replacing the type hint for entity in Action and ActionWithDirection with Actor instead of Entity, since only Actors should be taking actions.

    +

    We’ve also added the target_actor property to ActionWithDirection, which will give us the Actor at the destination we’re moving to, if there is one. We utilize that property instead of blocking_entity in both BumpAction and MeleeAction.

    +

    Lastly, we modify MeleeAction to actually do an attack, +instead of just printing a message. We calculate the damage (attacker’s +power minus defender’s defense), and assign a description to the attack, + based on whether any damage was done or not. If the damage is greater +than 0, we subtract it from the defender’s HP.

    +

    If you run the project now, you’ll see the print statements +indicating that the player and the enemies are doing damage to each +other. But since neither side can actually die, combat doesn’t feel all +that high stakes just yet.

    +

    What do we do when an Entity reaches 0 HP or lower? Well, it should drop dead, obviously! But what should our code do to make this happen? To handle this, we can refer back to our Fighter component.

    +

    Remember when we created a setter for hp? It will come +in handy right now, as we can utilize it to automatically “kill” the +actor when their HP drops to zero. Add the following to fighter.py:

    +
    + + + + +
    + +
    +from __future__ import annotations
    +
    ++from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +
    ++if TYPE_CHECKING:
    ++   from entity import Actor
    +
    +
    +class Fighter(BaseComponent):
    ++   entity: Actor
    +
    +    def __init__(self, hp: int, defense: int, power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +        self.defense = defense
    +        self.power = power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    ++       if self._hp == 0 and self.entity.ai:
    ++           self.die()
    +
    ++   def die(self) -> None:
    ++       if self.engine.player is self.entity:
    ++           death_message = "You died!"
    ++       else:
    ++           death_message = f"{self.entity.name} is dead!"
    +
    ++       self.entity.char = "%"
    ++       self.entity.color = (191, 0, 0)
    ++       self.entity.blocks_movement = False
    ++       self.entity.ai = None
    ++       self.entity.name = f"remains of {self.entity.name}"
    +
    ++       print(death_message)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class Fighter(BaseComponent):
    +    entity: Actor
    +
    +    def __init__(self, hp: int, defense: int, power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +        self.defense = defense
    +        self.power = power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    +        if self._hp == 0 and self.entity.ai:
    +            self.die()
    +
    +    def die(self) -> None:
    +        if self.engine.player is self.entity:
    +            death_message = "You died!"
    +        else:
    +            death_message = f"{self.entity.name} is dead!"
    +
    +        self.entity.char = "%"
    +        self.entity.color = (191, 0, 0)
    +        self.entity.blocks_movement = False
    +        self.entity.ai = None
    +        self.entity.name = f"remains of {self.entity.name}"
    +
    +        print(death_message)
    + +
    + +
    + +

    When the actor dies, we use the die method to do several things:

    +
      +
    • Print out a message, indicating the death of the entity
    • +
    • Set the entity’s character to “%” (most roguelikes use this for corpses)
    • +
    • Set its color to red (for a bloody, gory mess)
    • +
    • Set blocks_movement to False, so that the entities can walk over the corpse
    • +
    • Remove the AI from the entity, so it’ll be marked as dead and won’t take any more turns.
    • +
    • Change the name to “remains of {entity name}”
    • +
    +

    Run the project now, and enjoy slaughtering some Orcs and Trolls!

    +

    Part 6 - Killing Enemies

    +

    As satisfying as it would be to end here, our work is not quite done. If you play the game a bit, you’ll notice two problems.

    +

    The first is that, sometimes, corpses actually cover up entities.

    +

    Part 6 - Player under a Corpse

    +

    The player is currently under the corpse in the screenshot.

    +

    This not only makes no sense, since the entities should be walking over the corpses, but it can confuse the player rather easily.

    +

    The other issue is much more severe. Try playing the game and letting yourself die on purpose.

    +

    Part 6 - Dead Player

    +

    The player does indeed turn into a corpse, but… you can still move +around, and even attack enemies! This is because the game doesn’t really + “end” at the moment when the player dies. The only thing that changes +is that the player’s AI component is set to None, but that isn’t actually what controls the player, the EventHandler class does that.

    +

    Let’s focus on the first issue first. Solving it is actually pretty easy. What we’ll do is assign a value to each Entity, + and this value will represent which order the entities should be +rendered in. Lower values will be rendered first, and higher values will + be rendered after. Therefore, if we assign a low value to a corpse, it +will get drawn before an entity. If two things are on the same tile, +whatever gets drawn last will be what the player sees.

    +

    To create the render values we’ll need, create a new file, called render_order.py, and put the following class in it:

    +
    from enum import auto, Enum
    +
    +
    +class RenderOrder(Enum):
    +    CORPSE = auto()
    +    ITEM = auto()
    +    ACTOR = auto()
    +

    Note: You’ll need Python 3.6 or higher for the auto function to work.

    +

    RenderOrder is an Enum. An “Enum” is a set of named values that won’t change, so it’s perfect for things like this. auto assigns incrementing integer values automatically, so we don’t need to retype them if we add more values later on.

    +

    To use this new Enum, let’s edit entity.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import copy
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
    +
    ++from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.fighter import Fighter
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +    gamemap: GameMap
    +
    +    def __init__(
    +        self,
    +        gamemap: Optional[GameMap] = None,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    ++       render_order: RenderOrder = RenderOrder.CORPSE,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    ++       self.render_order = render_order
    +        if gamemap:
    +            # If gamemap isn't provided now then it will be set later.
    +            self.gamemap = gamemap
    +            gamemap.entities.add(self)
    +    ...
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    ++           render_order=RenderOrder.ACTOR,
    +        )
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
    +
    +from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.fighter import Fighter
    +    from game_map import GameMap
    +
    +T = TypeVar("T", bound="Entity")
    +
    +
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +    gamemap: GameMap
    +
    +    def __init__(
    +        self,
    +        gamemap: Optional[GameMap] = None,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    +        render_order: RenderOrder = RenderOrder.CORPSE,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    +        self.render_order = render_order
    +        if gamemap:
    +            # If gamemap isn't provided now then it will be set later.
    +            self.gamemap = gamemap
    +            gamemap.entities.add(self)
    +    ...
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    + +
    + +
    + +

    We’re now passing the render order to the Entity class, with a default of CORPSE. Notice that we don’t pass it to Actor, and instead, assume that the actor’s default will be the ACTOR value.

    +

    In order to actually take advantage of the rendering order, we’ll need to modify the part of GameMap that renders the entities to the screen. Modify the render method in GameMap like this: +

    + + + + +
    + +
        ...
    +    def render(self, console: Console) -> None:
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +        console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +            default=tile_types.SHROUD
    +        )
    +
    ++       entities_sorted_for_rendering = sorted(
    ++           self.entities, key=lambda x: x.render_order.value
    ++       )
    +
    +-       for entity in self.entities:
    ++       for entity in entities_sorted_for_rendering:
    +            if self.visible[entity.x, entity.y]:
    +-               console.print(x=entity.x, y=entity.y, string=entity.char, fg=entity.color)
    ++               console.print(
    ++                   x=entity.x, y=entity.y, string=entity.char, fg=entity.color
    ++               )
    +
    + +
    +
    + +
        ...
    +    def render(self, console: Console) -> None:
    +        """
    +        Renders the map.
    +
    +        If a tile is in the "visible" array, then draw it with the "light" colors.
    +        If it isn't, but it's in the "explored" array, then draw it with the "dark" colors.
    +        Otherwise, the default is "SHROUD".
    +        """
    +        console.tiles_rgb[0:self.width, 0:self.height] = np.select(
    +            condlist=[self.visible, self.explored],
    +            choicelist=[self.tiles["light"], self.tiles["dark"]],
    +            default=tile_types.SHROUD
    +        )
    +
    +        entities_sorted_for_rendering = sorted(
    +            self.entities, key=lambda x: x.render_order.value
    +        )
    +
    +        for entity in self.entities:
    +        for entity in entities_sorted_for_rendering:
    +            if self.visible[entity.x, entity.y]:
    +                console.print(x=entity.x, y=entity.y, string=entity.char, fg=entity.color)
    +                console.print(
    +                    x=entity.x, y=entity.y, string=entity.char, fg=entity.color
    +                )
    + +
    + +
    +

    +

    The sorted function takes two arguments: The collection to sort, and the function used to sort it. By using key in sorted, we’re defining a custom way to sort the self.entities, which in this case, we’re using a lambda + function (basically, a function that’s limited to one line that we +don’t need to write a formal definition for). The lambda function itself + tells sorted to sort by the value of render_order. Since the RenderOrder + enum defines its order from 1 (Corpse, lowest) to 3 (Actor, highest), +corpses should be sent to the front of the sorted list. That way, when +rendering, they’ll get drawn first, so if there’s something else on top +of them, they’ll get overwritten, and we’ll just see the Actor instead of the corpse.

    +

    Last thing we need to do is rewrite the render_order of an entity when it dies. Go back to the Fighter class and add the following:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    ++from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class Fighter(BaseComponent):
    +    ...
    +        ...
    +        self.entity.ai = None
    +        self.entity.name = f"remains of {self.entity.name}"
    ++       self.entity.render_order = RenderOrder.CORPSE
    +
    +        print(death_message)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class Fighter(BaseComponent):
    +    ...
    +        ...
    +        self.entity.ai = None
    +        self.entity.name = f"remains of {self.entity.name}"
    +        self.entity.render_order = RenderOrder.CORPSE
    +
    +        print(death_message)
    + +
    + +
    + +

    Run the project now, and the corpse ordering issue should be resolved.

    +

    Now, onto the more important issue: solving the player’s death.

    +

    One thing that would be helpful right now is being able to see the +player’s HP. Otherwise, the player will just kinda drop dead after a +while, and it’ll be difficult for the player to know how close they are +to death’s door.

    +

    Add the following line to the render function in the Engine class:

    +
    + + + + +
    + +
    if TYPE_CHECKING:
    +-   from entity import Entity
    ++   from entity import Actor
    +    from game_map import GameMap
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +-   def __init__(self, player: Entity):
    ++   def __init__(self, player: Actor):
    +        ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    ++       console.print(
    ++           x=1,
    ++           y=47,
    ++           string=f"HP: {self.player.fighter.hp}/{self.player.fighter.max_hp}",
    ++       )
    +
    +        context.present(console)
    +
    +        console.clear()
    +
    + +
    +
    + +
    if TYPE_CHECKING:
    +    from entity import Entity
    +    from entity import Actor
    +    from game_map import GameMap
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Entity):
    +    def __init__(self, player: Actor):
    +        ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        console.print(
    +            x=1,
    +            y=47,
    +            string=f"HP: {self.player.fighter.hp}/{self.player.fighter.max_hp}",
    +        )
    +
    +        context.present(console)
    +
    +        console.clear()
    + +
    + +
    + +

    Pretty simple. We’re printing the player’s HP current health over +maximum health below the map. It’s not the most attractive looking +health display, that’s for sure, but it should suffice for now. A better + looking way to show the character’s health is coming shortly anyway, in + the next chapter.

    +

    Notice that we also updated the type hint for the player argument in the Engine’s __init__ function.

    +

    The health indicator is great and all, but our player is still +animated after death. There’s a few ways to handle this, but the way +we’ll go with is swapping out the EventHandler class. Why? +Because what we want to do right now is disallow the player from moving +around after dying. An easy way to do that is to stop reacting to the +movement keypresses. By switching to a different EventHandler, we can do just that.

    +

    What we’ll want to do is actually modify our existing EventHandler to be a base class, and inherit from it in two new classes: MainGameEventHandler, and GameOverEventHandler. MainGameEventHandler will actually do what our current implementation of EventHandler does, and GameOverEventHandler will handle things when the main character meets his or her untimely demise.

    +

    Open up input_handlers.py and make the following adjustments:

    +
    + + + + +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    ++   def handle_events(self) -> None:
    ++       raise NotImplementedError()
    +
    ++   def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    ++       raise SystemExit()
    +
    +
    ++class MainGameEventHandler(EventHandler):
    +    def handle_events(self) -> None:
    +        for event in tcod.event.wait():
    +            action = self.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform()
    +
    +            self.engine.handle_enemy_turns()
    +            self.engine.update_fov()  # Update the FOV before the players next action.
    +
    +-   def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +-       raise SystemExit()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        player = self.engine.player
    +
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    +            action = BumpAction(player, dx, dy)
    +        elif key in WAIT_KEYS:
    +            action = WaitAction(player)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(player)
    +
    +        # No valid key was pressed
    +        return action
    +
    +
    ++class GameOverEventHandler(EventHandler):
    ++   def handle_events(self) -> None:
    ++       for event in tcod.event.wait():
    ++           action = self.dispatch(event)
    +
    ++           if action is None:
    ++               continue
    +
    ++           action.perform()
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++       action: Optional[Action] = None
    +
    ++       key = event.sym
    +
    ++       if key == tcod.event.K_ESCAPE:
    ++           action = EscapeAction(self.engine.player)
    +
    ++       # No valid key was pressed
    ++       return action
    +
    + +
    +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self) -> None:
    +        raise NotImplementedError()
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    def handle_events(self) -> None:
    +        for event in tcod.event.wait():
    +            action = self.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform()
    +
    +            self.engine.handle_enemy_turns()
    +            self.engine.update_fov()  # Update the FOV before the players next action.
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        player = self.engine.player
    +
    +        if key in MOVE_KEYS:
    +            dx, dy = MOVE_KEYS[key]
    +            action = BumpAction(player, dx, dy)
    +        elif key in WAIT_KEYS:
    +            action = WaitAction(player)
    +
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(player)
    +
    +        # No valid key was pressed
    +        return action
    +
    +
    +class GameOverEventHandler(EventHandler):
    +    def handle_events(self) -> None:
    +        for event in tcod.event.wait():
    +            action = self.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        if key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(self.engine.player)
    +
    +        # No valid key was pressed
    +        return action
    + +
    + +
    + +

    EventHandler is now the base class for our other two classes.

    +

    MainGameEventHandler is almost identical to our original EventHandler class, except that it doesn’t need to implement ev_quit, as EventHandler takes care of that just fine.

    +

    GameOverEventHandler is what’s really new here. It doesn’t look terribly different from MainGameEventHandler, except for a few key differences.

    +
      +
    • After performing its actions, it doesn’t call the enemy turns nor update the FOV.
    • +
    • It also doesn’t respond to the movement keys, just Esc, so the player can still exit the game.
    • +
    +

    Because we’re replacing our old implementation of EventHandler with MainGameEventHandler, we’ll need to adjust engine.py to use MainGameEventHandler:

    +
    + + + + +
    + +
    from tcod.map import compute_fov
    +
    +-from input_handlers import EventHandler
    ++from input_handlers import MainGameEventHandler
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    ++   from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +-       self.event_handler: EventHandler = EventHandler(self)
    ++       self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.player = player
    +
    + +
    +
    + +
    from tcod.map import compute_fov
    +
    +from input_handlers import EventHandler
    +from input_handlers import MainGameEventHandler
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    +    from input_handlers import EventHandler
    +
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +        self.event_handler: EventHandler = EventHandler(self)
    +        self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.player = player
    + +
    + +
    + +

    Lastly, we can use the GameOverEventHandler in fighter.py to ensure the player cannot move after death:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    ++from input_handlers import GameOverEventHandler
    +from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class Fighter(BaseComponent):
    +    ...
    +
    +    def die(self) -> None:
    +        if self.engine.player is self.entity:
    +            death_message = "You died!"
    ++           self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.entity.name} is dead!"
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +from input_handlers import GameOverEventHandler
    +from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class Fighter(BaseComponent):
    +    ...
    +
    +    def die(self) -> None:
    +        if self.engine.player is self.entity:
    +            death_message = "You died!"
    +            self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.entity.name} is dead!"
    + +
    + +
    + +

    And with that last change, the main character should die, for real +this time! You’ll be unable to move or attack, but you can still exit +the game as normal.

    +

    If you want to see the code so far in its entirety, click +here.

    +

    Click here to move on to the next part of this +tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 6 - Doing (and taking) some damage · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 6 - Doing (and taking) some damage · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 6 - Doing (and taking) some damage · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark 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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 7 - Creating the Interface + +

    +
    + +

    Our game is looking more and more playable by the chapter, but +before we move forward with the gameplay, we ought to take a moment to +focus on how the project looks. Despite what some roguelike traditionalists may tell you, a good UI goes a long way.

    +

    One of the first things we can do is define a file that will hold our + RGB colors. We’ve just been hard-coding them up until now, but it would + be nice if they were all in one place and then imported when needed, so + that we could easily update them if need be.

    +

    Create a new file, called color.py, and fill it with the following:

    +
    white = (0xFF, 0xFF, 0xFF)
    +black = (0x0, 0x0, 0x0)
    +
    +player_atk = (0xE0, 0xE0, 0xE0)
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +
    +welcome_text = (0x20, 0xA0, 0xFF)
    +
    +bar_text = white
    +bar_filled = (0x0, 0x60, 0x0)
    +bar_empty = (0x40, 0x10, 0x10)
    +

    Some of these colors, like welcome_text and bar_filled are things we haven’t added yet, but don’t worry, we’ll utilize them by the end of the chapter.

    +

    Last chapter, we implemented a basic HP tracker for the player, with +the promise that we’d revisit in this chapter to make it look better. +And now, the time has come!

    +

    We’ll create a bar that will gradually decrease as the player loses +HP. This will help the player visualize how much HP is remaining. To do +this, we’ll create a generic render_bar function, which can accept different values and change the bar’s length based on the current_value and maximum_value we give to it.

    +

    To house this new function (as well as some other functions that are coming soon), let’s create a new file, called render_functions.py. Put the following into it:

    +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +import color
    +
    +if TYPE_CHECKING:
    +    from tcod import Console
    +
    +
    +def render_bar(
    +    console: Console, current_value: int, maximum_value: int, total_width: int
    +) -> None:
    +    bar_width = int(float(current_value) / maximum_value * total_width)
    +
    +    console.draw_rect(x=0, y=45, width=total_width, height=1, ch=1, bg=color.bar_empty)
    +
    +    if bar_width > 0:
    +        console.draw_rect(
    +            x=0, y=45, width=bar_width, height=1, ch=1, bg=color.bar_filled
    +        )
    +
    +    console.print(
    +        x=1, y=45, string=f"HP: {current_value}/{maximum_value}", fg=color.bar_text
    +    )
    +

    We’re utilizing the draw_rect + functions provided by TCOD to draw rectangular bars. We’re actually +drawing two bars, one on top of the other. The first one will be the +background color, which in the case of our health bar, will be a red +color. The second goes on top, and is green. The one on top will +gradually decrease as the player drops hit points, as its width is +determined by the bar_width variable, which is itself determined by the current_value over the maximum_value.

    +

    We also print the “HP” value over the bar, so the player knows the exact number.

    +

    In order to utilize this new function, make the following changes to engine.py:

    +
    + + + + +
    + +
    ...
    +from input_handlers import MainGameEventHandler
    ++from render_functions import render_bar
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +    ...
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    ++       render_bar(
    ++           console=console,
    ++           current_value=self.player.fighter.hp,
    ++           maximum_value=self.player.fighter.max_hp,
    ++           total_width=20,
    ++       )
    +-       console.print(
    +-           x=1,
    +-           y=47,
    +-           string=f"HP: {self.player.fighter.hp}/{self.player.fighter.max_hp}",
    +-       )
    +
    +        context.present(console)
    +
    +        console.clear()
    +
    + +
    +
    + +
    ...
    +from input_handlers import MainGameEventHandler
    +from render_functions import render_bar
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +    ...
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +        console.print(
    +            x=1,
    +            y=47,
    +            string=f"HP: {self.player.fighter.hp}/{self.player.fighter.max_hp}",
    +        )
    +
    +        context.present(console)
    +
    +        console.clear()
    + +
    + +
    + +

    Run the project now, and you should have a functioning health bar!

    +

    Part 7 - Health bar

    +

    What next? One obvious problem with our project at the moment is that + the messages get printed to the terminal rather than showing up in the +actual game. We can fix that by adding a message log, which can display +messages along with different colors for a bit of flash.

    +

    Create a new file, called message_log.py, and put the following contents inside:

    +
    from typing import List, Reversible, Tuple
    +import textwrap
    +
    +import tcod
    +
    +import color
    +
    +
    +class Message:
    +    def __init__(self, text: str, fg: Tuple[int, int, int]):
    +        self.plain_text = text
    +        self.fg = fg
    +        self.count = 1
    +
    +    @property
    +    def full_text(self) -> str:
    +        """The full text of this message, including the count if necessary."""
    +        if self.count > 1:
    +            return f"{self.plain_text} (x{self.count})"
    +        return self.plain_text
    +
    +
    +class MessageLog:
    +    def __init__(self) -> None:
    +        self.messages: List[Message] = []
    +
    +    def add_message(
    +        self, text: str, fg: Tuple[int, int, int] = color.white, *, stack: bool = True,
    +    ) -> None:
    +        """Add a message to this log.
    +        `text` is the message text, `fg` is the text color.
    +        If `stack` is True then the message can stack with a previous message
    +        of the same text.
    +        """
    +        if stack and self.messages and text == self.messages[-1].plain_text:
    +            self.messages[-1].count += 1
    +        else:
    +            self.messages.append(Message(text, fg))
    +
    +    def render(
    +        self, console: tcod.Console, x: int, y: int, width: int, height: int,
    +    ) -> None:
    +        """Render this log over the given area.
    +        `x`, `y`, `width`, `height` is the rectangular region to render onto
    +        the `console`.
    +        """
    +        self.render_messages(console, x, y, width, height, self.messages)
    +
    +    @staticmethod
    +    def render_messages(
    +        console: tcod.Console,
    +        x: int,
    +        y: int,
    +        width: int,
    +        height: int,
    +        messages: Reversible[Message],
    +    ) -> None:
    +        """Render the messages provided.
    +        The `messages` are rendered starting at the last message and working
    +        backwards.
    +        """
    +        y_offset = height - 1
    +
    +        for message in reversed(messages):
    +            for line in reversed(textwrap.wrap(message.full_text, width)):
    +                console.print(x=x, y=y + y_offset, string=line, fg=message.fg)
    +                y_offset -= 1
    +                if y_offset < 0:
    +                    return  # No more space to print messages.
    +

    Let’s go through the additions piece by piece.

    +
    class Message:
    +    def __init__(self, text: str, fg: Tuple[int, int, int]):
    +        self.plain_text = text
    +        self.fg = fg
    +        self.count = 1
    +
    +    @property
    +    def full_text(self) -> str:
    +        """The full text of this message, including the count if necessary."""
    +        if self.count > 1:
    +            return f"{self.plain_text} (x{self.count})"
    +        return self.plain_text
    +

    The Message will be used to save and display messages in our log. It includes three pieces of information:

    +
      +
    • plain_text: The actual message text.
    • +
    • fg: The “foreground” color of the message.
    • +
    • count: This is used to display something like “The Orc +attacks (x3).” Rather than crowding our message log with the same +message over and over, we can “stack” the messages by increasing a +message’s count. This only happens when the same message appears several + times in a row.
    • +
    +

    The full_text property returns the text with its count, if the count is greater than 1. Otherwise, it just returns the message as-is.

    +

    Now, the actual message log:

    +
    class MessageLog:
    +    def __init__(self) -> None:
    +        self.messages: List[Message] = []
    +

    It keeps a list of the Messages received. Nothing too complex here.

    +
        def add_message(
    +        self, text: str, fg: Tuple[int, int, int] = color.white, *, stack: bool = True,
    +    ) -> None:
    +        """Add a message to this log.
    +        `text` is the message text, `fg` is the text color.
    +        If `stack` is True then the message can stack with a previous message
    +        of the same text.
    +        """
    +        if stack and self.messages and text == self.messages[-1].plain_text:
    +            self.messages[-1].count += 1
    +        else:
    +            self.messages.append(Message(text, fg))
    +

    add_message is what adds the message to the log. text is required, but fg will just default to white if nothing is given. stack tells us whether to stack messages or not (which allows us to disable this behavior, if desired).

    +

    If we are allowing stacking, and the added message matches the +previous message, we just increment the previous message’s count by 1. +If it’s not a match, we add it to the list.

    +
        def render(
    +        self, console: tcod.Console, x: int, y: int, width: int, height: int,
    +    ) -> None:
    +        """Render this log over the given area.
    +        `x`, `y`, `width`, `height` is the rectangular region to render onto
    +        the `console`.
    +        """
    +        self.render_messages(console, x, y, width, height, self.messages)
    +
    +    @staticmethod
    +    def render_messages(
    +        console: tcod.Console,
    +        x: int,
    +        y: int,
    +        width: int,
    +        height: int,
    +        messages: Reversible[Message],
    +    ) -> None:
    +        """Render the messages provided.
    +        The `messages` are rendered starting at the last message and working
    +        backwards.
    +        """
    +        y_offset = height - 1
    +
    +        for message in reversed(messages):
    +            for line in reversed(textwrap.wrap(message.full_text, width)):
    +                console.print(x=x, y=y + y_offset, string=line, fg=message.fg)
    +                y_offset -= 1
    +                if y_offset < 0:
    +                    return  # No more space to print messages.
    +

    This render calls render_messages, + which is a static method that actually renders the messages to the +screen. It renders them in reverse order, to make it appear that the +messages are scrolling in an upwards direction. We use the textwrap.wrap + function to wrap the text to fit within the given area, and then print +each line to the console. We can only print so many messages to the +console, however, so if y_offset reaches -1, we stop.

    +

    To utilize the message log, we’ll first need to add it to the Engine class. Modify engine.py like this:

    +
    + + + + +
    + +
    ...
    +from input_handlers import MainGameEventHandler
    ++from message_log import MessageLog
    +from render_functions import render_bar
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    +    from input_handlers import EventHandler
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +        self.event_handler: EventHandler = MainGameEventHandler(self)
    ++       self.message_log = MessageLog()
    +        self.player = player
    +    ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    ++       self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +            ...
    +
    + +
    +
    + +
    ...
    +from input_handlers import MainGameEventHandler
    +from message_log import MessageLog
    +from render_functions import render_bar
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +    from game_map import GameMap
    +    from input_handlers import EventHandler
    +
    +class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +        self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.message_log = MessageLog()
    +        self.player = player
    +    ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +            ...
    + +
    + +
    + +

    We’re adding an instance of MessageLog in the initializer, and rendering the log in the Engine’s render method. Nothing too complicated here.

    +

    We need to make a small change to main.py in order to actually make room for our message log. We can also add a friendly welcome message here.

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import copy
    +
    +import tcod
    +
    ++import color
    +from engine import Engine
    +import entity_factories
    +...
    +
    +    ...
    +    map_width = 80
    +-   map_height = 45
    ++   map_height = 43
    +
    +    room_max_size = 10
    +    ...
    +
    +    ...
    +    engine.update_fov()
    +
    ++   engine.message_log.add_message(
    ++       "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    ++   )
    +
    +    with tcod.context.new_terminal(
    +        ...
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import copy
    +
    +import tcod
    +
    +import color
    +from engine import Engine
    +import entity_factories
    +...
    +
    +    ...
    +    map_width = 80
    +    map_height = 45
    +    map_height = 43
    +
    +    room_max_size = 10
    +    ...
    +
    +    ...
    +    engine.update_fov()
    +
    +    engine.message_log.add_message(
    +        "Hello and welcome, adventurer, to yet another dungeon!", color.welcome_text
    +    )
    +
    +    with tcod.context.new_terminal(
    +        ...
    + + + +
    + +
    + +

    Feel free to experiment with different window and map sizes, if you like.

    +

    Run the project, and you should see the welcome message.

    +

    Part 7 - Welcome Message

    +

    Now that we’ve confirmed our message log accepts and displays messages, we’ll need to replace all of our previous print statements to push messages to the log instead.

    +

    Let’s start with our attack action, in actions.py:

    +
    + + + + +
    + +
    ...
    +from typing import Optional, Tuple, TYPE_CHECKING
    +
    ++import color
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +        ...
    +        damage = self.entity.fighter.power - target.fighter.defense
    +
    +        attack_desc = f"{self.entity.name.capitalize()} attacks {target.name}"
    ++       if self.entity is self.engine.player:
    ++           attack_color = color.player_atk
    ++       else:
    ++           attack_color = color.enemy_atk
    +
    +        if damage > 0:
    +-           print(f"{attack_desc} for {damage} hit points.")
    ++           self.engine.message_log.add_message(
    ++               f"{attack_desc} for {damage} hit points.", attack_color
    ++           )
    +            target.fighter.hp -= damage
    +        else:
    +-           print(f"{attack_desc} but does no damage.")
    ++           self.engine.message_log.add_message(
    ++               f"{attack_desc} but does no damage.", attack_color
    ++           )
    +
    + +
    +
    + +
    ...
    +from typing import Optional, Tuple, TYPE_CHECKING
    +
    +import color
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +        ...
    +        damage = self.entity.fighter.power - target.fighter.defense
    +
    +        attack_desc = f"{self.entity.name.capitalize()} attacks {target.name}"
    +        if self.entity is self.engine.player:
    +            attack_color = color.player_atk
    +        else:
    +            attack_color = color.enemy_atk
    +
    +        if damage > 0:
    +            print(f"{attack_desc} for {damage} hit points.")
    +            self.engine.message_log.add_message(
    +                f"{attack_desc} for {damage} hit points.", attack_color
    +            )
    +            target.fighter.hp -= damage
    +        else:
    +            print(f"{attack_desc} but does no damage.")
    +            self.engine.message_log.add_message(
    +                f"{attack_desc} but does no damage.", attack_color
    +            )
    + +
    + +
    + +

    We determine the color based on who is doing the attacking. Other +than that, there’s really nothing new here, we’re just pushing those +messages to the log rather than printing them.

    +

    Now we just need to update our death messages. Open up fighter.py and modify it like this:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    ++import color
    +from components.base_component import BaseComponent
    +...
    +
    +    ...
    +    def die(self) -> None:
    +        if self.engine.player is self.entity:
    +            death_message = "You died!"
    ++           death_message_color = color.player_die
    +            self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.entity.name} is dead!"
    ++           death_message_color = color.enemy_die
    +
    +        self.entity.char = "%"
    +        self.entity.color = (191, 0, 0)
    +        self.entity.blocks_movement = False
    +        self.entity.ai = None
    +        self.entity.name = f"remains of {self.entity.name}"
    +        self.entity.render_order = RenderOrder.CORPSE
    +
    +-       print(death_message)
    ++       self.engine.message_log.add_message(death_message, death_message_color)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +import color
    +from components.base_component import BaseComponent
    +...
    +
    +    ...
    +    def die(self) -> None:
    +        if self.engine.player is self.entity:
    +            death_message = "You died!"
    +            death_message_color = color.player_die
    +            self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.entity.name} is dead!"
    +            death_message_color = color.enemy_die
    +
    +        self.entity.char = "%"
    +        self.entity.color = (191, 0, 0)
    +        self.entity.blocks_movement = False
    +        self.entity.ai = None
    +        self.entity.name = f"remains of {self.entity.name}"
    +        self.entity.render_order = RenderOrder.CORPSE
    +
    +        print(death_message)
    +        self.engine.message_log.add_message(death_message, death_message_color)
    + +
    + +
    + +

    Run the project now. You should see messages for both attacks and deaths!

    +

    Part 7 - Death Messages

    +

    What next? One thing that would be nice is to see the names of the +different entities. This will become useful later on if you decide to +add more enemy types. It’s easy enough to remember “Orc” and “Troll”, +but most roguelikes have a wide variety of enemies, so it’s helpful to +know what each letter on the screen means.

    +

    We can accomplish this by displaying the names of the entities that +are currently under the player’s mouse. We’ll need to make a few changes + to our project to capture the mouse’s current position, however.

    +

    Edit main.py like this:

    +
    + + + + +
    + +
            root_console = tcod.Console(screen_width, screen_height, order="F")
    +        while True:
    ++           root_console.clear()
    ++           engine.event_handler.on_render(console=root_console)
    ++           context.present(root_console)
    +-           engine.render(console=root_console, context=context)
    +
    ++           engine.event_handler.handle_events(context)
    +-           engine.event_handler.handle_events()
    +
    + +
    +
    + +
            root_console = tcod.Console(screen_width, screen_height, order="F")
    +        while True:
    +            root_console.clear()
    +            engine.event_handler.on_render(console=root_console)
    +            context.present(root_console)
    +            engine.render(console=root_console, context=context)
    +
    +            engine.event_handler.handle_events(context)
    +            engine.event_handler.handle_events()
    + +
    + +
    + +

    We’re adding the console’s clear back to main, as well as the context’s present. Also, we’re calling a method that we haven’t defined yet: on_render, but don’t worry, we’ll define it in a moment. Basically, this method tells the engine to render.

    +

    We’re also passing the context to handle_events now, because we need to call an extra method on it to capture the mouse input.

    +

    Now let’s modify input_handlers.py to contain the methods we’re calling in main.py:

    +
    + + + + +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +-   def handle_events(self) -> None:
    +-       raise NotImplementedError()
    +
    ++   def handle_events(self, context: tcod.context.Context) -> None:
    ++       for event in tcod.event.wait():
    ++           context.convert_event(event)
    ++           self.dispatch(event)
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       self.engine.render(console)
    +
    +
    +class MainGameEventHandler(EventHandler):
    +-   def handle_events(self) -> None:
    ++   def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    ++           context.convert_event(event)
    +
    +            action = self.dispatch(event)
    +            ...
    +
    +
    +class GameOverEventHandler(EventHandler):
    +-   def handle_events(self) -> None:
    ++   def handle_events(self, context: tcod.context.Context) -> None:
    +        ...
    +
    + +
    +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self) -> None:
    +        raise NotImplementedError()
    +
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            context.convert_event(event)
    +            self.dispatch(event)
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        self.engine.render(console)
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    def handle_events(self) -> None:
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            context.convert_event(event)
    +
    +            action = self.dispatch(event)
    +            ...
    +
    +
    +class GameOverEventHandler(EventHandler):
    +    def handle_events(self) -> None:
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        ...
    + +
    + +
    + +

    We’re modifying the handle_events method in EventHandler to actually have an implementation. It iterates through the events, and uses context.convert_event to give the event knowledge on the mouse position. It then dispatches that event, to be handled like normal.

    +

    on_render just tells the Engine class to call its render method, using the given console.

    +

    MainGameEventHandler and GameOverEventHandler have small changes to their handle_events methods to match the signature of EventHandler, and MainGameEventHandler also uses context.convert_event.

    +

    We’re no longer passing the context to the Engine class’s render method, so let’s change the method now:

    +
    + + + + +
    + +
    ...
    +from typing import TYPE_CHECKING
    +
    +-from tcod.context import Context
    +from tcod.console import Console
    +...
    +
    +class Engine:
    +    ...
    +
    +-   def render(self, console: Console, context: Context) -> None:
    ++   def render(self, console: Console) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +
    +-       context.present(console)
    +
    +-       console.clear()
    +
    + +
    +
    + +
    ...
    +from typing import TYPE_CHECKING
    +
    +from tcod.context import Context
    +from tcod.console import Console
    +...
    +
    +class Engine:
    +    ...
    +
    +    def render(self, console: Console, context: Context) -> None:
    +    def render(self, console: Console) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +
    +        context.present(console)
    +
    +        console.clear()
    + +
    + +
    + +

    We’ve also removed the console.clear call, as that’s being handled by main.py.

    +

    So we’re passing the context around to different classes and +converting the events to capture the mouse location. But where does that + information actually get stored? Let’s add a data point on to the Engine class to hold that information. Add the following to engine.py:

    +
    + + + + +
    + +
    class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +        self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.message_log = MessageLog()
    ++       self.mouse_location = (0, 0)
    +        self.player = player
    +
    + +
    +
    + +
    class Engine:
    +    game_map: GameMap
    +
    +    def __init__(self, player: Actor):
    +        self.event_handler: EventHandler = MainGameEventHandler(self)
    +        self.message_log = MessageLog()
    +        self.mouse_location = (0, 0)
    +        self.player = player
    + +
    + +
    + +

    Okay, so we’ve got a place to store the mouse location, but where do we actually get that information?

    +

    There’s an easy way: by overriding a method in EventHandler, which is called ev_mousemotion. By doing that, we can write the mouse location to the engine for access later. Here’s how that looks:

    +
    + + + + +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            context.convert_event(event)
    +            self.dispatch(event)
    +
    ++   def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
    ++       if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
    ++           self.engine.mouse_location = event.tile.x, event.tile.y
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    +
    + +
    +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            context.convert_event(event)
    +            self.dispatch(event)
    +
    +    def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
    +        if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
    +            self.engine.mouse_location = event.tile.x, event.tile.y
    +
    +    def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
    +        raise SystemExit()
    + +
    + +
    + +

    Great! Now we’re saving the mouse’s location, so it’s time to +actually make use of it. Our original goal was to display the entity +names that are in the mouse’s current position. The hard part is already + done, now all we need to do is check which entities are in the given +location, get their names, and print them out to the screen.

    +

    Since this has to do with rendering, let’s put these new functions in render_functions.py:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +import color
    +
    +if TYPE_CHECKING:
    +    from tcod import Console
    ++   from engine import Engine
    ++   from game_map import GameMap
    +
    +
    ++def get_names_at_location(x: int, y: int, game_map: GameMap) -> str:
    ++   if not game_map.in_bounds(x, y) or not game_map.visible[x, y]:
    ++       return ""
    +
    ++   names = ", ".join(
    ++       entity.name for entity in game_map.entities if entity.x == x and entity.y == y
    ++   )
    +
    ++   return names.capitalize()
    +
    +
    +def render_bar(
    +    console: Console, current_value: int, maximum_value: int, total_width: int
    +) -> None:
    +    bar_width = int(float(current_value) / maximum_value * total_width)
    +
    +    console.draw_rect(x=0, y=45, width=20, height=1, ch=1, bg=color.bar_empty)
    +
    +    if bar_width > 0:
    +        console.draw_rect(
    +            x=0, y=45, width=bar_width, height=1, ch=1, bg=color.bar_filled
    +        )
    +
    +    console.print(
    +        x=1, y=45, string=f"HP: {current_value}/{maximum_value}", fg=color.bar_text
    +    )
    +
    +
    ++def render_names_at_mouse_location(
    ++   console: Console, x: int, y: int, engine: Engine
    ++) -> None:
    ++   mouse_x, mouse_y = engine.mouse_location
    +
    ++   names_at_mouse_location = get_names_at_location(
    ++       x=mouse_x, y=mouse_y, game_map=engine.game_map
    ++   )
    +
    ++   console.print(x=x, y=y, string=names_at_mouse_location)
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +import color
    +
    +if TYPE_CHECKING:
    +    from tcod import Console
    +    from engine import Engine
    +    from game_map import GameMap
    +
    +
    +def get_names_at_location(x: int, y: int, game_map: GameMap) -> str:
    +    if not game_map.in_bounds(x, y) or not game_map.visible[x, y]:
    +        return ""
    +
    +    names = ", ".join(
    +        entity.name for entity in game_map.entities if entity.x == x and entity.y == y
    +    )
    +
    +    return names.capitalize()
    +
    +
    +def render_bar(
    +    console: Console, current_value: int, maximum_value: int, total_width: int
    +) -> None:
    +    bar_width = int(float(current_value) / maximum_value * total_width)
    +
    +    console.draw_rect(x=0, y=45, width=20, height=1, ch=1, bg=color.bar_empty)
    +
    +    if bar_width > 0:
    +        console.draw_rect(
    +            x=0, y=45, width=bar_width, height=1, ch=1, bg=color.bar_filled
    +        )
    +
    +    console.print(
    +        x=1, y=45, string=f"HP: {current_value}/{maximum_value}", fg=color.bar_text
    +    )
    +
    +
    +def render_names_at_mouse_location(
    +    console: Console, x: int, y: int, engine: Engine
    +) -> None:
    +    mouse_x, mouse_y = engine.mouse_location
    +
    +    names_at_mouse_location = get_names_at_location(
    +        x=mouse_x, y=mouse_y, game_map=engine.game_map
    +    )
    +
    +    console.print(x=x, y=y, string=names_at_mouse_location)
    + +
    + +
    + +

    We’ve added two new functions, render_names_at_mouse_location and get_names_at_location. Let’s discuss what each one does.

    +

    render_names_at_mouse_location takes the console, x and y + coordinates (the location to draw the names), and the engine. From the +engine, it grabs the mouse’s current x and y positions, and passes them +to get_names_at_location, which we can assume for the +moment will return the list of entity names we want. Once we have these +entity names as a string, we can print that string to the given x and y +location on the screen, with console.print.

    +

    get_names_at_location also takes “x” and “y” variables, +though these represent a spot on the map. We first check that the x and y + coordinates are within the map, and are currently visible to the +player. If they are, then we create a string of the entity names at that + spot, separated by a comma. We then return that string, adding capitalize to make sure the first letter in the string is capitalized.

    +

    Now all we need to do is modify engine.py to import these functions and utilize them in the render method. Make the following modifications: +

    + + + + +
    + +
    ...
    +from message_log import MessageLog
    +-from render_functions import render_bar
    ++from render_functions import render_bar, render_names_at_mouse_location
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +    ...
    +    def render(self, console: Console) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +
    ++       render_names_at_mouse_location(console=console, x=21, y=44, engine=self)
    +
    + +
    +
    + +
    ...
    +from message_log import MessageLog
    +from render_functions import render_bar
    +from render_functions import render_bar, render_names_at_mouse_location
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +    ...
    +    def render(self, console: Console) -> None:
    +        self.game_map.render(console)
    +
    +        self.message_log.render(console=console, x=21, y=45, width=40, height=5)
    +
    +        render_bar(
    +            console=console,
    +            current_value=self.player.fighter.hp,
    +            maximum_value=self.player.fighter.max_hp,
    +            total_width=20,
    +        )
    +
    +        render_names_at_mouse_location(console=console, x=21, y=44, engine=self)
    + +
    + +
    +

    +

    Now if you hover your mouse over an entity, you’ll see its name. If +you stack a few corpses up, you’ll notice that it prints a list of the +names.

    +

    We’re almost finished with this chapter. Before we wrap up, let’s +revisit our message log for a moment. One issue with it is that we can’t + see messages that are too far back. However, HexDecimal was kind enough + to provide a method for viewing the whole log, with the ability to +scroll.

    +

    Add the following to input_handlers.py:

    +
    + + + + +
    + +
    class GameOverEventHandler(EventHandler):
    +    ...
    +
    +
    ++CURSOR_Y_KEYS = {
    ++   tcod.event.K_UP: -1,
    ++   tcod.event.K_DOWN: 1,
    ++   tcod.event.K_PAGEUP: -10,
    ++   tcod.event.K_PAGEDOWN: 10,
    ++}
    +
    +
    ++class HistoryViewer(EventHandler):
    ++   """Print the history on a larger window which can be navigated."""
    +
    ++   def __init__(self, engine: Engine):
    ++       super().__init__(engine)
    ++       self.log_length = len(engine.message_log.messages)
    ++       self.cursor = self.log_length - 1
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       super().on_render(console)  # Draw the main state as the background.
    +
    ++       log_console = tcod.Console(console.width - 6, console.height - 6)
    +
    ++       # Draw a frame with a custom banner title.
    ++       log_console.draw_frame(0, 0, log_console.width, log_console.height)
    ++       log_console.print_box(
    ++           0, 0, log_console.width, 1, "┤Message history├", alignment=tcod.CENTER
    ++       )
    +
    ++       # Render the message log using the cursor parameter.
    ++       self.engine.message_log.render_messages(
    ++           log_console,
    ++           1,
    ++           1,
    ++           log_console.width - 2,
    ++           log_console.height - 2,
    ++           self.engine.message_log.messages[: self.cursor + 1],
    ++       )
    ++       log_console.blit(console, 3, 3)
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    ++       # Fancy conditional movement to make it feel right.
    ++       if event.sym in CURSOR_Y_KEYS:
    ++           adjust = CURSOR_Y_KEYS[event.sym]
    ++           if adjust < 0 and self.cursor == 0:
    ++               # Only move from the top to the bottom when you're on the edge.
    ++               self.cursor = self.log_length - 1
    ++           elif adjust > 0 and self.cursor == self.log_length - 1:
    ++               # Same with bottom to top movement.
    ++               self.cursor = 0
    ++           else:
    ++               # Otherwise move while staying clamped to the bounds of the history log.
    ++               self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
    ++       elif event.sym == tcod.event.K_HOME:
    ++           self.cursor = 0  # Move directly to the top message.
    ++       elif event.sym == tcod.event.K_END:
    ++           self.cursor = self.log_length - 1  # Move directly to the last message.
    ++       else:  # Any other key moves back to the main game state.
    ++           self.engine.event_handler = MainGameEventHandler(self.engine)
    +
    + +
    +
    + +
    class GameOverEventHandler(EventHandler):
    +    ...
    +
    +
    +CURSOR_Y_KEYS = {
    +    tcod.event.K_UP: -1,
    +    tcod.event.K_DOWN: 1,
    +    tcod.event.K_PAGEUP: -10,
    +    tcod.event.K_PAGEDOWN: 10,
    +}
    +
    +
    +class HistoryViewer(EventHandler):
    +    """Print the history on a larger window which can be navigated."""
    +
    +    def __init__(self, engine: Engine):
    +        super().__init__(engine)
    +        self.log_length = len(engine.message_log.messages)
    +        self.cursor = self.log_length - 1
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        super().on_render(console)  # Draw the main state as the background.
    +
    +        log_console = tcod.Console(console.width - 6, console.height - 6)
    +
    +        # Draw a frame with a custom banner title.
    +        log_console.draw_frame(0, 0, log_console.width, log_console.height)
    +        log_console.print_box(
    +            0, 0, log_console.width, 1, "┤Message history├", alignment=tcod.CENTER
    +        )
    +
    +        # Render the message log using the cursor parameter.
    +        self.engine.message_log.render_messages(
    +            log_console,
    +            1,
    +            1,
    +            log_console.width - 2,
    +            log_console.height - 2,
    +            self.engine.message_log.messages[: self.cursor + 1],
    +        )
    +        log_console.blit(console, 3, 3)
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    +        # Fancy conditional movement to make it feel right.
    +        if event.sym in CURSOR_Y_KEYS:
    +            adjust = CURSOR_Y_KEYS[event.sym]
    +            if adjust < 0 and self.cursor == 0:
    +                # Only move from the top to the bottom when you're on the edge.
    +                self.cursor = self.log_length - 1
    +            elif adjust > 0 and self.cursor == self.log_length - 1:
    +                # Same with bottom to top movement.
    +                self.cursor = 0
    +            else:
    +                # Otherwise move while staying clamped to the bounds of the history log.
    +                self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
    +        elif event.sym == tcod.event.K_HOME:
    +            self.cursor = 0  # Move directly to the top message.
    +        elif event.sym == tcod.event.K_END:
    +            self.cursor = self.log_length - 1  # Move directly to the last message.
    +        else:  # Any other key moves back to the main game state.
    +            self.engine.event_handler = MainGameEventHandler(self.engine)
    + +
    + +
    + +

    To show this new view, all we need to do is this, in MainGameEventHandler:

    +
    + + + + +
    + +
            ...
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(player)
    ++       elif key == tcod.event.K_v:
    ++           self.engine.event_handler = HistoryViewer(self.engine)
    +
    + +
    +
    + +
            ...
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(player)
    +        elif key == tcod.event.K_v:
    +            self.engine.event_handler = HistoryViewer(self.engine)
    + +
    + +
    + +

    Now all the player has to do is press the “v” key to see a log of all + past messages. By using the up and down keys, you can scroll through +the log.

    +

    If you want to see the code so far in its entirety, click here.

    +

    Click here to move on to the next part of this tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 7 - Creating the Interface · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 7 - Creating the Interface · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 7 - Creating the Interface · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark h6{color:#dadada}body.colorscheme-dark h1:hover 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    +
    + +

    + Quick refactors + + + Link to heading + +

    +

    Once again, apologies to everyone reading this right now. After +publishing the last two parts, there were once again a few refactors on +code written in those parts, like at the beginning of part 6. Luckily, +the changes are much less extensive this time.

    +

    ai.py

    +
    + + + + +
    + +
    ...
    +import numpy as np  # type: ignore
    +import tcod
    +
    +from actions import Action, MeleeAction, MovementAction, WaitAction
    +-from components.base_component import BaseComponent
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +-class BaseAI(Action, BaseComponent):
    ++class BaseAI(Action):
    +    entity: Actor
    +
    +    def perform(self) -> None:
    +        raise NotImplementedError()
    +    ...
    +
    + +
    +
    + +
    ...
    +import numpy as np  # type: ignore
    +import tcod
    +
    +from actions import Action, MeleeAction, MovementAction, WaitAction
    +from components.base_component import BaseComponent
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class BaseAI(Action, BaseComponent):
    +class BaseAI(Action):
    +    entity: Actor
    +
    +    def perform(self) -> None:
    +        raise NotImplementedError()
    +    ...
    + +
    + +
    + +

    message_log.py

    +
    + + + + +
    + +
    +from typing import Iterable, List, Reversible, Tuple
    +-from typing import List, Reversible, Tuple
    +import textwrap
    +
    +import tcod
    +
    +import color
    +...
    +
    +
    +class MessageLog:
    +    ...
    +
    +    def render(
    +        self, console: tcod.Console, x: int, y: int, width: int, height: int,
    +    ) -> None:
    +        """Render this log over the given area.
    +
    +        `x`, `y`, `width`, `height` is the rectangular region to render onto
    +        the `console`.
    +        """
    +        self.render_messages(console, x, y, width, height, self.messages)
    +
    ++   @staticmethod
    ++   def wrap(string: str, width: int) -> Iterable[str]:
    ++       """Return a wrapped text message."""
    ++       for line in string.splitlines():  # Handle newlines in messages.
    ++           yield from textwrap.wrap(
    ++               line, width, expand_tabs=True,
    ++           )
    +
    +-   @staticmethod
    ++   @classmethod
    +    def render_messages(
    ++       cls,
    +        console: tcod.Console,
    +        x: int,
    +        y: int,
    +        width: int,
    +        height: int,
    +        messages: Reversible[Message],
    +    ) -> None:
    +        """Render the messages provided.
    +
    +        The `messages` are rendered starting at the last message and working
    +        backwards.
    +        """
    +        y_offset = height - 1
    +
    +        for message in reversed(messages):
    +-           for line in reversed(textwrap.wrap(message.full_text, width)):
    ++           for line in reversed(list(cls.wrap(message.full_text, width))):
    +                console.print(x=x, y=y + y_offset, string=line, fg=message.fg)
    +                y_offset -= 1
    +                if y_offset < 0:
    +                    return  # No more space to print messages.
    +
    + +
    +
    + +
    from typing import Iterable, List, Reversible, Tuple
    +from typing import List, Reversible, Tuple
    +import textwrap
    +
    +import tcod
    +
    +import color
    +...
    +
    +
    +class MessageLog:
    +    ...
    +
    +    def render(
    +        self, console: tcod.Console, x: int, y: int, width: int, height: int,
    +    ) -> None:
    +        """Render this log over the given area.
    +
    +        `x`, `y`, `width`, `height` is the rectangular region to render onto
    +        the `console`.
    +        """
    +        self.render_messages(console, x, y, width, height, self.messages)
    +
    +    @staticmethod
    +    def wrap(string: str, width: int) -> Iterable[str]:
    +        """Return a wrapped text message."""
    +        for line in string.splitlines():  # Handle newlines in messages.
    +            yield from textwrap.wrap(
    +                line, width, expand_tabs=True,
    +            )
    +
    +    @staticmethod
    +    @classmethod
    +    def render_messages(
    +        cls,
    +        console: tcod.Console,
    +        x: int,
    +        y: int,
    +        width: int,
    +        height: int,
    +        messages: Reversible[Message],
    +    ) -> None:
    +        """Render the messages provided.
    +
    +        The `messages` are rendered starting at the last message and working
    +        backwards.
    +        """
    +        y_offset = height - 1
    +
    +        for message in reversed(messages):
    +            for line in reversed(textwrap.wrap(message.full_text, width)):
    +            for line in reversed(list(cls.wrap(message.full_text, width))):
    +                console.print(x=x, y=y + y_offset, string=line, fg=message.fg)
    +                y_offset -= 1
    +                if y_offset < 0:
    +                    return  # No more space to print messages.
    + +
    + +
    + +

    game_map.py

    +
    + + + + +
    + +
    class GameMap:
    +    ...
    +    )  # Tiles the player has seen before
    +
    ++   @property
    ++   def gamemap(self) -> GameMap:
    ++       return self
    +
    +     @property
    +     def actors(self) -> Iterator[Actor]:
    +        ...
    +
    + +
    +
    + +
    class GameMap:
    +    ...
    +    )  # Tiles the player has seen before
    +
    +    @property
    +    def gamemap(self) -> GameMap:
    +        return self
    +
    +     @property
    +     def actors(self) -> Iterator[Actor]:
    +        ...
    + +
    + +
    + +

    entity.py

    +
    + + + + +
    + +
    class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +-   gamemap: GameMap
    ++   parent: GameMap
    +
    +    def __init__(
    +        self,
    +-       gamemap: Optional[GameMap] = None,
    ++       parent: Optional[GameMap] = None,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    +        render_order: RenderOrder = RenderOrder.CORPSE,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    +        self.render_order = render_order
    +-       if gamemap:
    +-           # If gamemap isn't provided now then it will be set later.
    +-           self.gamemap = gamemap
    +-           gamemap.entities.add(self)
    ++       if parent:
    ++           # If parent isn't provided now then it will be set later.
    ++           self.parent = parent
    ++           parent.entities.add(self)
    +
    ++   @property
    ++   def gamemap(self) -> GameMap:
    ++       return self.parent.gamemap
    +
    +    def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
    +        """Spawn a copy of this instance at the given location."""
    +        clone = copy.deepcopy(self)
    +        clone.x = x
    +        clone.y = y
    +-       clone.gamemap = gamemap
    ++       clone.parent = gamemap
    +        gamemap.entities.add(clone)
    +        return clone
    +
    +    def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
    +        """Place this entity at a new location.  Handles moving across GameMaps."""
    +        self.x = x
    +        self.y = y
    +        if gamemap:
    +-           if hasattr(self, "gamemap"):  # Possibly uninitialized.
    +-               self.gamemap.entities.remove(self)
    +-           self.gamemap = gamemap
    ++           if hasattr(self, "parent"):  # Possibly uninitialized.
    ++               if self.parent is self.gamemap:
    ++                   self.gamemap.entities.remove(self)
    ++           self.parent = gamemap
    +            gamemap.entities.add(self)
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        # Move the entity by a given amount
    +        self.x += dx
    +        self.y += dy
    +
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +-       self.fighter.entity = self
    ++       self.fighter.parent = self
    +
    +    @property
    +    def is_alive(self) -> bool:
    +        """Returns True as long as this actor can perform actions."""
    +        return bool(self.ai)
    +
    + +
    +
    + +
    class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +    gamemap: GameMap
    +    parent: GameMap
    +
    +    def __init__(
    +        self,
    +        gamemap: Optional[GameMap] = None,
    +        parent: Optional[GameMap] = None,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        blocks_movement: bool = False,
    +        render_order: RenderOrder = RenderOrder.CORPSE,
    +    ):
    +        self.x = x
    +        self.y = y
    +        self.char = char
    +        self.color = color
    +        self.name = name
    +        self.blocks_movement = blocks_movement
    +        self.render_order = render_order
    +        if gamemap:
    +            # If gamemap isn't provided now then it will be set later.
    +            self.gamemap = gamemap
    +            gamemap.entities.add(self)
    +        if parent:
    +            # If parent isn't provided now then it will be set later.
    +            self.parent = parent
    +            parent.entities.add(self)
    +
    +    @property
    +    def gamemap(self) -> GameMap:
    +        return self.parent.gamemap
    +
    +    def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
    +        """Spawn a copy of this instance at the given location."""
    +        clone = copy.deepcopy(self)
    +        clone.x = x
    +        clone.y = y
    +        clone.gamemap = gamemap
    +        clone.parent = gamemap
    +        gamemap.entities.add(clone)
    +        return clone
    +
    +    def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
    +        """Place this entity at a new location.  Handles moving across GameMaps."""
    +        self.x = x
    +        self.y = y
    +        if gamemap:
    +            if hasattr(self, "gamemap"):  # Possibly uninitialized.
    +                self.gamemap.entities.remove(self)
    +            self.gamemap = gamemap
    +            if hasattr(self, "parent"):  # Possibly uninitialized.
    +                if self.parent is self.gamemap:
    +                    self.gamemap.entities.remove(self)
    +            self.parent = gamemap
    +            gamemap.entities.add(self)
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        # Move the entity by a given amount
    +        self.x += dx
    +        self.y += dy
    +
    +
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +        self.fighter.entity = self
    +        self.fighter.parent = self
    +
    +    @property
    +    def is_alive(self) -> bool:
    +        """Returns True as long as this actor can perform actions."""
    +        return bool(self.ai)
    + +
    + +
    + +

    base_component.py

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    ++   from game_map import GameMap
    +
    +
    +class BaseComponent:
    +-   entity: Entity  # Owning entity instance.
    ++   parent: Entity  # Owning entity instance.
    +
    ++   @property
    ++   def gamemap(self) -> GameMap:
    ++       return self.parent.gamemap
    +
    +    @property
    +    def engine(self) -> Engine:
    +-       return self.entity.gamemap.engine
    ++       return self.gamemap.engine
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import TYPE_CHECKING
    +
    +if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Entity
    +    from game_map import GameMap
    +
    +
    +class BaseComponent:
    +    entity: Entity  # Owning entity instance.
    +    parent: Entity  # Owning entity instance.
    +
    +    @property
    +    def gamemap(self) -> GameMap:
    +        return self.parent.gamemap
    +
    +    @property
    +    def engine(self) -> Engine:
    +        return self.entity.gamemap.engine
    +        return self.gamemap.engine
    + +
    + +
    + +

    fighter.py

    +
    + + + + +
    + +
    class Fighter(BaseComponent):
    +-   entity: Actor
    ++   parent: Actor
    +
    +    def __init__(self, hp: int, defense: int, power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +        self.defense = defense
    +        self.power = power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    +-       if self._hp == 0 and self.entity.ai:
    ++       if self._hp == 0 and self.parent.ai:
    +            self.die()
    +
    +    def die(self) -> None:
    +-       if self.engine.player is self.entity:
    ++       if self.engine.player is self.parent:
    +            death_message = "You died!"
    +            death_message_color = color.player_die
    +            self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +-           death_message = f"{self.entity.name} is dead!"
    ++           death_message = f"{self.parent.name} is dead!"
    +            death_message_color = color.enemy_die
    +
    ++       self.parent.char = "%"
    ++       self.parent.color = (191, 0, 0)
    ++       self.parent.blocks_movement = False
    ++       self.parent.ai = None
    ++       self.parent.name = f"remains of {self.parent.name}"
    ++       self.parent.render_order = RenderOrder.CORPSE
    +-       self.entity.char = "%"
    +-       self.entity.color = (191, 0, 0)
    +-       self.entity.blocks_movement = False
    +-       self.entity.ai = None
    +-       self.entity.name = f"remains of {self.entity.name}"
    +-       self.entity.render_order = RenderOrder.CORPSE
    +
    +        self.engine.message_log.add_message(death_message, death_message_color)
    +
    + +
    +
    + +
    class Fighter(BaseComponent):
    +    entity: Actor
    +    parent: Actor
    +
    +    def __init__(self, hp: int, defense: int, power: int):
    +        self.max_hp = hp
    +        self._hp = hp
    +        self.defense = defense
    +        self.power = power
    +
    +    @property
    +    def hp(self) -> int:
    +        return self._hp
    +
    +    @hp.setter
    +    def hp(self, value: int) -> None:
    +        self._hp = max(0, min(value, self.max_hp))
    +        if self._hp == 0 and self.entity.ai:
    +        if self._hp == 0 and self.parent.ai:
    +            self.die()
    +
    +    def die(self) -> None:
    +        if self.engine.player is self.entity:
    +        if self.engine.player is self.parent:
    +            death_message = "You died!"
    +            death_message_color = color.player_die
    +            self.engine.event_handler = GameOverEventHandler(self.engine)
    +        else:
    +            death_message = f"{self.entity.name} is dead!"
    +            death_message = f"{self.parent.name} is dead!"
    +            death_message_color = color.enemy_die
    +
    +        self.parent.char = "%"
    +        self.parent.color = (191, 0, 0)
    +        self.parent.blocks_movement = False
    +        self.parent.ai = None
    +        self.parent.name = f"remains of {self.parent.name}"
    +        self.parent.render_order = RenderOrder.CORPSE
    +        self.entity.char = "%"
    +        self.entity.color = (191, 0, 0)
    +        self.entity.blocks_movement = False
    +        self.entity.ai = None
    +        self.entity.name = f"remains of {self.entity.name}"
    +        self.entity.render_order = RenderOrder.CORPSE
    +
    +        self.engine.message_log.add_message(death_message, death_message_color)
    + +
    + +
    + +

    + Part 8 + + + Link to heading + +

    +

    So far, our game has movement, dungeon exploring, combat, and AI (okay, we’re stretching the meaning of “intelligence” in artificial intelligence + to its limits, but bear with me here). Now it’s time for another staple + of the roguelike genre: items! Why would our rogue venture into the +dungeons of doom if not for some sweet loot, after all?

    +

    In this part of the tutorial, we’ll achieve a few things: a working +inventory, and a functioning healing potion. The next part will add more + items that can be picked up, but for now, just the healing potion will +suffice.

    +

    For this part, we’ll need four more colors. Let’s get adding those out of the way now. Open up color.py and add these colors:

    +
    + + + + +
    + +
    white = (0xFF, 0xFF, 0xFF)
    +black = (0x0, 0x0, 0x0)
    +
    +player_atk = (0xE0, 0xE0, 0xE0)
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +
    ++invalid = (0xFF, 0xFF, 0x00)
    ++impossible = (0x80, 0x80, 0x80)
    ++error = (0xFF, 0x40, 0x40)
    +
    +welcome_text = (0x20, 0xA0, 0xFF)
    ++health_recovered = (0x0, 0xFF, 0x0)
    +
    +bar_text = white
    +bar_filled = (0x0, 0x60, 0x0)
    +bar_empty = (0x40, 0x10, 0x10)
    +
    + +
    +
    + +
    white = (0xFF, 0xFF, 0xFF)
    +black = (0x0, 0x0, 0x0)
    +
    +player_atk = (0xE0, 0xE0, 0xE0)
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +
    +invalid = (0xFF, 0xFF, 0x00)
    +impossible = (0x80, 0x80, 0x80)
    +error = (0xFF, 0x40, 0x40)
    +
    +welcome_text = (0x20, 0xA0, 0xFF)
    +health_recovered = (0x0, 0xFF, 0x0)
    +
    +bar_text = white
    +bar_filled = (0x0, 0x60, 0x0)
    +bar_empty = (0x40, 0x10, 0x10)
    + +
    + +
    + +

    These will become useful shortly.

    +

    There’s another thing we can knock out right now that we’ll use later: The ability for a Fighter + component to recover health, and the ability to take damage directly +(without the defense modifier). We won’t use the damage function this +chapter, but since the two functions are effectively opposites, we can +get writing it over with now.

    +

    Open up fighter.py and add these two functions:

    +
    + + + + +
    + +
    class Fighter:
    +    ...
    ++   def heal(self, amount: int) -> int:
    ++       if self.hp == self.max_hp:
    ++           return 0
    +
    ++       new_hp_value = self.hp + amount
    +
    ++       if new_hp_value > self.max_hp:
    ++           new_hp_value = self.max_hp
    +
    ++       amount_recovered = new_hp_value - self.hp
    +
    ++       self.hp = new_hp_value
    +
    ++       return amount_recovered
    +
    ++   def take_damage(self, amount: int) -> None:
    ++       self.hp -= amount
    +
    + +
    +
    + +
    class Fighter:
    +    ...
    +    def heal(self, amount: int) -> int:
    +        if self.hp == self.max_hp:
    +            return 0
    +
    +        new_hp_value = self.hp + amount
    +
    +        if new_hp_value > self.max_hp:
    +            new_hp_value = self.max_hp
    +
    +        amount_recovered = new_hp_value - self.hp
    +
    +        self.hp = new_hp_value
    +
    +        return amount_recovered
    +
    +    def take_damage(self, amount: int) -> None:
    +        self.hp -= amount
    + +
    + +
    + +

    heal will restore a certain amount of HP, up to the +maximum, and return the amount that was healed. If the entity’s health +is at full, then just return 0. The function that handles this should +display an error if the returned amount is 0, since the entity can’t be +healed.

    +

    One thing we’re going to need is a way to not consume an +item or take a turn if something goes wrong during the process. For our +health potion, think about what should happen if the player declares +they want to use a health potion, but their health is already full. What + should happen?

    +

    We could just consume the potion anyway, and have it go to waste, but + if you’ve played a game that does that, you know how frustrating it can + be, especially if the player clicked the health potion on accident. A +better way would be to warn the user that they’re trying to do something + that makes no sense, and save the player from wasting both the potion +and their turn.

    +

    But how can we achieve that? We’ll discuss it a bit more later on, +but the idea is that if we do something impossible, we should raise an +exception. Which one? Well, we can define a custom exception, which can +give us details on what happened. Create a new file called exceptions.py and put the following class into it:

    +
    class Impossible(Exception):
    +    """Exception raised when an action is impossible to be performed.
    +
    +    The reason is given as the exception message.
    +    """
    +

    … And that’s it! When we write raise Impossible("An exception message") in our program, the Impossible exception will be raised, with the given message.

    +

    So what do we do with the raised exception? Well, we should catch it! But where?

    +

    Let’s modify the main.py file to catch the exceptions, like this:

    +
    + + + + +
    + +
    #!/usr/bin/env python3
    +import copy
    ++import traceback
    +
    +import tcod
    +
    +...
    +
    +            context.present(root_console)
    +
    ++           try:
    ++               for event in tcod.event.wait():
    ++                   context.convert_event(event)
    ++                   engine.event_handler.handle_events(event)
    ++           except Exception:  # Handle exceptions in game.
    ++               traceback.print_exc()  # Print error to stderr.
    ++               # Then print the error to the message log.
    ++               engine.message_log.add_message(traceback.format_exc(), color.error)
    +-           engine.event_handler.handle_events(context)
    +
    + +
    +
    + +
    #!/usr/bin/env python3
    +import copy
    +import traceback
    +
    +import tcod
    +
    +...
    +
    +            context.present(root_console)
    +
    +            try:
    +                for event in tcod.event.wait():
    +                    context.convert_event(event)
    +                    engine.event_handler.handle_events(event)
    +            except Exception:  # Handle exceptions in game.
    +                traceback.print_exc()  # Print error to stderr.
    +                # Then print the error to the message log.
    +                engine.message_log.add_message(traceback.format_exc(), color.error)
    +            engine.event_handler.handle_events(context)
    + +
    + +
    + +

    This is a generalized, catch all solution, which will print all exceptions to the message log, not just instances of Impossible. This can be helpful for debugging your game, or getting error reports from users.

    +

    However, this solution doesn’t mesh with our current implementation of the EventHandler. EventHandler currently loops through the events and converts them (to get the mouse information). We’ll need to edit a few things in input_handlers.py to get back on track.

    +
    + + + + +
    + +
    import tcod
    +
    ++from actions import (
    ++   Action,
    ++   BumpAction,
    ++   EscapeAction,
    ++   WaitAction
    ++)
    ++import color
    ++import exceptions
    +-from actions import Action, BumpAction, EscapeAction, WaitAction
    +
    +
    +class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    ++   def handle_events(self, event: tcod.event.Event) -> None:
    ++       self.handle_action(self.dispatch(event))
    +
    ++   def handle_action(self, action: Optional[Action]) -> bool:
    ++       """Handle actions returned from event methods.
    +
    ++       Returns True if the action will advance a turn.
    ++       """
    ++       if action is None:
    ++           return False
    +
    ++       try:
    ++           action.perform()
    ++       except exceptions.Impossible as exc:
    ++           self.engine.message_log.add_message(exc.args[0], color.impossible)
    ++           return False  # Skip enemy turn on exceptions.
    +
    ++       self.engine.handle_enemy_turns()
    +
    ++       self.engine.update_fov()
    ++       return True
    +
    +-   def handle_events(self, context: tcod.context.Context) -> None:
    +-       for event in tcod.event.wait():
    +-           context.convert_event(event)
    +-           self.dispatch(event)
    +
    +    ...
    +
    +
    +class MainGameEventHandler(EventHandler):
    +-   def handle_events(self, context: tcod.context.Context) -> None:
    +-       for event in tcod.event.wait():
    +-           context.convert_event(event)
    +
    +-           action = self.dispatch(event)
    +
    +-           if action is None:
    +-               continue
    +
    +-           action.perform()
    +
    +-           self.engine.handle_enemy_turns()
    +
    +-           self.engine.update_fov()  # Update the FOV before the players next action.
    +
    +    ...
    +
    +class GameOverEventHandler(EventHandler):
    +-   def handle_events(self, context: tcod.context.Context) -> None:
    +-       for event in tcod.event.wait():
    +-           action = self.dispatch(event)
    +
    +-           if action is None:
    +-               continue
    +
    +-           action.perform()
    +
    +-   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +-       action: Optional[Action] = None
    +
    +-       key = event.sym
    +
    +-       if key == tcod.event.K_ESCAPE:
    +-           action = EscapeAction(self.engine.player)
    +
    +-       # No valid key was pressed
    +-       return action
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    ++       if event.sym == tcod.event.K_ESCAPE:
    ++           raise SystemExit()
    +
    + +
    +
    + +
    import tcod
    +
    +from actions import (
    +    Action,
    +    BumpAction,
    +    EscapeAction,
    +    WaitAction
    +)
    +import color
    +import exceptions
    +from actions import Action, BumpAction, EscapeAction, WaitAction
    +
    +
    +class EventHandler(tcod.event.EventDispatch[Action]):
    +    def __init__(self, engine: Engine):
    +        self.engine = engine
    +
    +    def handle_events(self, event: tcod.event.Event) -> None:
    +        self.handle_action(self.dispatch(event))
    +
    +    def handle_action(self, action: Optional[Action]) -> bool:
    +        """Handle actions returned from event methods.
    +
    +        Returns True if the action will advance a turn.
    +        """
    +        if action is None:
    +            return False
    +
    +        try:
    +            action.perform()
    +        except exceptions.Impossible as exc:
    +            self.engine.message_log.add_message(exc.args[0], color.impossible)
    +            return False  # Skip enemy turn on exceptions.
    +
    +        self.engine.handle_enemy_turns()
    +
    +        self.engine.update_fov()
    +        return True
    +
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            context.convert_event(event)
    +            self.dispatch(event)
    +
    +    ...
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            context.convert_event(event)
    +
    +            action = self.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform()
    +
    +            self.engine.handle_enemy_turns()
    +
    +            self.engine.update_fov()  # Update the FOV before the players next action.
    +
    +    ...
    +
    +class GameOverEventHandler(EventHandler):
    +    def handle_events(self, context: tcod.context.Context) -> None:
    +        for event in tcod.event.wait():
    +            action = self.dispatch(event)
    +
    +            if action is None:
    +                continue
    +
    +            action.perform()
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        action: Optional[Action] = None
    +
    +        key = event.sym
    +
    +        if key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(self.engine.player)
    +
    +        # No valid key was pressed
    +        return action
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> None:
    +        if event.sym == tcod.event.K_ESCAPE:
    +            raise SystemExit()
    + +
    + +
    + +

    Now that we’ve got our event handlers updated, let’s actually put the Impossible exception to good use. We can start by editing actions.py to make use of it when the player tries to move into an invalid area:

    +
    + + + + +
    + +
    ...
    +import color
    ++import exceptions
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +
    +class MeleeAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        target = self.target_actor
    +        if not target:
    +-           return  # No entity to attack.
    ++           raise exceptions.Impossible("Nothing to attack.")
    +
    +        ...
    +
    +class MovementAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        dest_x, dest_y = self.dest_xy
    +
    +        if not self.engine.game_map.in_bounds(dest_x, dest_y):
    ++           # Destination is out of bounds.
    ++           raise exceptions.Impossible("That way is blocked.")
    +-           return  # Destination is out of bounds.
    +         if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
    ++           # Destination is blocked by a tile.
    ++           raise exceptions.Impossible("That way is blocked.")
    +-           return  # Destination is blocked by a tile.
    +         if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    ++           # Destination is blocked by an entity.
    ++           raise exceptions.Impossible("That way is blocked.")
    +-           return  # Destination is blocked by an entity.
    +
    + +
    +
    + +
    ...
    +import color
    +import exceptions
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +
    +class MeleeAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        target = self.target_actor
    +        if not target:
    +            return  # No entity to attack.
    +            raise exceptions.Impossible("Nothing to attack.")
    +
    +        ...
    +
    +class MovementAction(ActionWithDirection):
    +    def perform(self) -> None:
    +        dest_x, dest_y = self.dest_xy
    +
    +        if not self.engine.game_map.in_bounds(dest_x, dest_y):
    +            # Destination is out of bounds.
    +            raise exceptions.Impossible("That way is blocked.")
    +            return  # Destination is out of bounds.
    +         if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
    +            # Destination is blocked by a tile.
    +            raise exceptions.Impossible("That way is blocked.")
    +            return  # Destination is blocked by a tile.
    +         if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
    +            # Destination is blocked by an entity.
    +            raise exceptions.Impossible("That way is blocked.")
    +            return  # Destination is blocked by an entity.
    + +
    + +
    + +

    Now, if you try moving into a wall, you’ll get a message in the log, and the player’s turn won’t be wasted.

    +

    So what about when the enemies try doing something impossible? You +might want to know when that happens for debugging purposes, but during +normal execution of our game, we can simply ignore it, and have the +enemy skip their turn. To do this, modify engine.py like this:

    +
    + + + + +
    + +
    ...
    +from tcod.map import compute_fov
    +
    ++import exceptions
    +from input_handlers import MainGameEventHandler
    +from message_log import MessageLog
    +
    +...
    +
    +    def handle_enemy_turns(self) -> None:
    +        for entity in set(self.game_map.actors) - {self.player}:
    +            if entity.ai:
    ++               try:
    ++                   entity.ai.perform()
    ++               except exceptions.Impossible:
    ++                   pass  # Ignore impossible action exceptions from AI.
    +-               entity.ai.perform()
    +
    + +
    +
    + +
    ...
    +from tcod.map import compute_fov
    +
    +import exceptions
    +from input_handlers import MainGameEventHandler
    +from message_log import MessageLog
    +
    +...
    +
    +    def handle_enemy_turns(self) -> None:
    +        for entity in set(self.game_map.actors) - {self.player}:
    +            if entity.ai:
    +                try:
    +                    entity.ai.perform()
    +                except exceptions.Impossible:
    +                    pass  # Ignore impossible action exceptions from AI.
    +                entity.ai.perform()
    + +
    + +
    + +

    This is great and all, but wasn’t this chapter supposed to be about +implementing items? And, yes, that’s true, and we’re going to transition + to that now, but it’ll be helpful to have a way to stop the player from + wasting a turn in just a moment.

    +

    The way we’ll implement our health potions will be similar to how we +implemented enemies: We’ll create a component that holds the +functionality we want, and we’ll create a subclass of Entity that holds the relevant component. From the Consumable + component, we can create subclasses that implement the specific +functionality we want for each item. In this case, it’ll be a health +potion, but in the next chapter, we’ll be implementing other types of +consumables, so we’ll want to stay flexible.

    +

    In the components directory, create a file called consumable.py and fill it with the following contents:

    +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +
    +import actions
    +import color
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +        """Try to return the action for this item."""
    +        return actions.ItemAction(consumer, self.parent)
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        """Invoke this items ability.
    +
    +        `action` is the context for this activation.
    +        """
    +        raise NotImplementedError()
    +
    +
    +class HealingConsumable(Consumable):
    +    def __init__(self, amount: int):
    +        self.amount = amount
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        consumer = action.entity
    +        amount_recovered = consumer.fighter.heal(self.amount)
    +
    +        if amount_recovered > 0:
    +            self.engine.message_log.add_message(
    +                f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
    +                color.health_recovered,
    +            )
    +        else:
    +            raise Impossible(f"Your health is already full.")
    +

    The Consumable class knows its parent, and it defines two methods: get_action and activate.

    +

    get_action gets ItemAction, which we haven’t defined just yet (we will soon). Subclasses can override this to provide more information to ItemAction if needed, such as the position of a potential target (this will be useful when we have ranged targeting).

    +

    activate is just an abstract method, it’s up to the +subclasses to define their own implementation. The subclasses should +call this method when they’re trying to actually cause the effect that +they’ve defined for themselves (healing for healing potions, damage for +lightning scrolls, etc.).

    +

    HealingConsumable is initialized with an amount, which is how much the user will be healed when using the item. The activate function calls fighter.heal, + and logs a message to the message log, if the entity recovered health. +If not (because the user had full health already), we return that Impossible + exception we defined earlier. This will give us a message in the log +that the player’s health is already full, and it won’t waste the health +potion.

    +

    So what does this component get attached to? In order to create our health potions, we can create another subclass of Entity, which will represent non-actor items. Open up entity.py and add the following class:

    +
    + + + + +
    + +
    from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    ++   from components.consumable import Consumable
    +    from components.fighter import Fighter
    +    from game_map import GameMap
    +
    +...
    +
    +    ...
    +    @property
    +    def is_alive(self) -> bool:
    +        """Returns True as long as this actor can perform actions."""
    +        return bool(self.ai)
    +
    +
    ++class Item(Entity):
    ++   def __init__(
    ++       self,
    ++       *,
    ++       x: int = 0,
    ++       y: int = 0,
    ++       char: str = "?",
    ++       color: Tuple[int, int, int] = (255, 255, 255),
    ++       name: str = "<Unnamed>",
    ++       consumable: Consumable,
    ++   ):
    ++       super().__init__(
    ++           x=x,
    ++           y=y,
    ++           char=char,
    ++           color=color,
    ++           name=name,
    ++           blocks_movement=False,
    ++           render_order=RenderOrder.ITEM,
    ++       )
    +
    ++       self.consumable = consumable
    ++       self.consumable.parent = self
    +
    + +
    +
    + +
    from render_order import RenderOrder
    +
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.fighter import Fighter
    +    from game_map import GameMap
    +
    +...
    +
    +    ...
    +    @property
    +    def is_alive(self) -> bool:
    +        """Returns True as long as this actor can perform actions."""
    +        return bool(self.ai)
    +
    +
    +class Item(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        consumable: Consumable,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=False,
    +            render_order=RenderOrder.ITEM,
    +        )
    +
    +        self.consumable = consumable
    +        self.consumable.parent = self
    + +
    + +
    + +

    Item isn’t too different from Actor, except instead of implementing fighter and ai, it does consumable. When we create an item, we’ll assign the consumable, which will determine what actually happens when the item gets used.

    +

    The next thing we need to implement that we used in the Consumable class is the ItemAction class. Open up actions.py and put the following:

    +
    + + + + +
    + +
    if TYPE_CHECKING:
    +    from engine import Engine
    +-   from entity import Actor, Entity
    ++   from entity import Actor, Entity, Item
    +...
    +
    +
    +class Action:
    +    ...
    +
    +
    ++class ItemAction(Action):
    ++   def __init__(
    ++       self, entity: Actor, item: Item, target_xy: Optional[Tuple[int, int]] = None
    ++   ):
    ++       super().__init__(entity)
    ++       self.item = item
    ++       if not target_xy:
    ++           target_xy = entity.x, entity.y
    ++       self.target_xy = target_xy
    +
    ++   @property
    ++   def target_actor(self) -> Optional[Actor]:
    ++       """Return the actor at this actions destination."""
    ++       return self.engine.game_map.get_actor_at_location(*self.target_xy)
    +
    ++   def perform(self) -> None:
    ++       """Invoke the items ability, this action will be given to provide context."""
    ++       self.item.consumable.activate(self)
    +
    +
    +class EscapeAction(Action):
    +    ...
    +
    + +
    +
    + +
    if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Actor, Entity
    +    from entity import Actor, Entity, Item
    +...
    +
    +
    +class Action:
    +    ...
    +
    +
    +class ItemAction(Action):
    +    def __init__(
    +        self, entity: Actor, item: Item, target_xy: Optional[Tuple[int, int]] = None
    +    ):
    +        super().__init__(entity)
    +        self.item = item
    +        if not target_xy:
    +            target_xy = entity.x, entity.y
    +        self.target_xy = target_xy
    +
    +    @property
    +    def target_actor(self) -> Optional[Actor]:
    +        """Return the actor at this actions destination."""
    +        return self.engine.game_map.get_actor_at_location(*self.target_xy)
    +
    +    def perform(self) -> None:
    +        """Invoke the items ability, this action will be given to provide context."""
    +        self.item.consumable.activate(self)
    +
    +
    +class EscapeAction(Action):
    +    ...
    + +
    + +
    + +

    ItemAction takes several arguments in its __init__ function: entity, which is the entity using the item, item, which is the item itself, and target_xy, + which is the x and y coordinates of the “target” of the item, if there +is one. We won’t actually use this in this chapter, but it’ll come in +handy soon.

    +

    target_actor gets the actor at the target location. +Again, we won’t actually use it this chapter, since health potions don’t + “target” anything.

    +

    perform activates the consumable, with its activate method we defined earlier.

    +

    To utilize our new Item, let’s add the health potion to entity_factories.py:

    +
    + + + + +
    + +
    from components.ai import HostileEnemy
    ++from components.consumable import HealingConsumable
    +from components.fighter import Fighter
    +-from entity import Actor
    ++from entity import Actor, Item
    +
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +)
    +
    ++health_potion = Item(
    ++   char="!",
    ++   color=(127, 0, 255),
    ++   name="Health Potion",
    ++   consumable=HealingConsumable(amount=4),
    ++)
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components.consumable import HealingConsumable
    +from components.fighter import Fighter
    +from entity import Actor
    +from entity import Actor, Item
    +
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +)
    +
    +health_potion = Item(
    +    char="!",
    +    color=(127, 0, 255),
    +    name="Health Potion",
    +    consumable=HealingConsumable(amount=4),
    +)
    + +
    + +
    + +

    We’re defining a new entity type, called health_potion (no surprises there), and utilizing the Item and HealingConsumable + classes we just wrote. The health potion will recover 4 HP of the +user’s health. Feel free to adjust that value however you see fit.

    +

    Alright, we’re now ready to put some health potions in the dungeon. As you may have already guessed, we’ll need to adjust the generate_dungeon and place_entities functions in procgen.py to actually put the potions in. Edit procgen.py like this:

    +
    + + + + +
    + +
    def place_entities(
    +-   room: RectangularRoom, dungeon: GameMap, maximum_monsters: int,
    ++   room: RectangularRoom, dungeon: GameMap, maximum_monsters: int, maximum_items: int
    +) -> None:
    +    number_of_monsters = random.randint(0, maximum_monsters)
    ++   number_of_items = random.randint(0, maximum_items)
    +
    +    for i in range(number_of_monsters):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            if random.random() < 0.8:
    +                entity_factories.orc.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.troll.spawn(dungeon, x, y)
    +
    ++   for i in range(number_of_items):
    ++       x = random.randint(room.x1 + 1, room.x2 - 1)
    ++       y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    ++       if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    ++           entity_factories.health_potion.spawn(dungeon, x, y)
    +
    +
    +def tunnel_between(
    +    ...
    +
    +
    +def generate_dungeon(
    +    map_width: int,
    +    map_height: int,
    +    max_monsters_per_room: int,
    ++   max_items_per_room: int,
    +    engine: Engine,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    ...
    +
    +        ...
    +-       place_entities(new_room, dungeon, max_monsters_per_room)
    ++       place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
    +
    + +
    +
    + +
    def place_entities(
    +    room: RectangularRoom, dungeon: GameMap, maximum_monsters: int,
    +    room: RectangularRoom, dungeon: GameMap, maximum_monsters: int, maximum_items: int
    +) -> None:
    +    number_of_monsters = random.randint(0, maximum_monsters)
    +    number_of_items = random.randint(0, maximum_items)
    +
    +    for i in range(number_of_monsters):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            if random.random() < 0.8:
    +                entity_factories.orc.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.troll.spawn(dungeon, x, y)
    +
    +    for i in range(number_of_items):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            entity_factories.health_potion.spawn(dungeon, x, y)
    +
    +
    +def tunnel_between(
    +    ...
    +
    +
    +def generate_dungeon(
    +    map_width: int,
    +    map_height: int,
    +    max_monsters_per_room: int,
    +    max_items_per_room: int,
    +    engine: Engine,
    +) -> GameMap:
    +    """Generate a new dungeon map."""
    +    ...
    +
    +        ...
    +        place_entities(new_room, dungeon, max_monsters_per_room)
    +        place_entities(new_room, dungeon, max_monsters_per_room, max_items_per_room)
    + +
    + +
    + +

    We’re doing essentially the same thing we did to create our enemies: +Giving a maximum possible number for the number of items in each room, +selecting a random number between that and 0, and spawning the items in a + random spot in the room, assuming nothing else already exists there.

    +

    Lastly, to make the health potions appear, we need to update our call in main.py to generate_dungeon, since we’ve added the max_items_per_room argument. Open up main.py and add the following lines:

    +
    + + + + +
    + +
        ...
    +    max_monsters_per_room = 2
    ++   max_items_per_room = 2
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    ++       max_items_per_room=max_items_per_room,
    +        engine=engine,
    +    )
    +    ...
    +
    + +
    +
    + +
        ...
    +    max_monsters_per_room = 2
    +    max_items_per_room = 2
    +
    +    tileset = tcod.tileset.load_tilesheet(
    +        "dejavu10x10_gs_tc.png", 32, 8, tcod.tileset.CHARMAP_TCOD
    +    )
    +
    +    player = copy.deepcopy(entity_factories.player)
    +
    +    engine = Engine(player=player)
    +
    +    engine.game_map = generate_dungeon(
    +        max_rooms=max_rooms,
    +        room_min_size=room_min_size,
    +        room_max_size=room_max_size,
    +        map_width=map_width,
    +        map_height=map_height,
    +        max_monsters_per_room=max_monsters_per_room,
    +        max_items_per_room=max_items_per_room,
    +        engine=engine,
    +    )
    +    ...
    + +
    + +
    + +

    Run the project now, and you should see a few health potions laying around. Success! Well, not really…

    +

    Part 8 - Health Potions

    +

    Those potions don’t do our rogue any good right now, because we can’t + pick them up! We need to add the items to an inventory before we can +start chugging them.

    +

    To implement the inventory, we can create a new component, called Inventory. Create a new file in the components directory, called inventory.py, and add this class:

    +
    from __future__ import annotations
    +
    +from typing import List, TYPE_CHECKING
    +
    +from components.base_component import BaseComponent
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Inventory(BaseComponent):
    +    parent: Actor
    +
    +    def __init__(self, capacity: int):
    +        self.capacity = capacity
    +        self.items: List[Item] = []
    +
    +    def drop(self, item: Item) -> None:
    +        """
    +        Removes an item from the inventory and restores it to the game map, at the player's current location.
    +        """
    +        self.items.remove(item)
    +        item.place(self.parent.x, self.parent.y, self.gamemap)
    +
    +        self.engine.message_log.add_message(f"You dropped the {item.name}.")
    +

    The Inventory class belongs to an Actor, and its initialized with a capacity, which is the maximum number of items that can be held, and the items list, which will actually hold the items. The drop + method, as the name implies, will be called when the player decides to +drop something out of the inventory, back onto the ground.

    +

    Let’s add this new component to our Actor class. Open up entity.py and modify Actor like this:

    +
    + + + + +
    + +
    ...
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.fighter import Fighter
    ++   from components.inventory import Inventory
    +    from game_map import GameMap
    +
    +...
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter,
    ++       inventory: Inventory,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +        self.fighter.parent = self
    +
    ++       self.inventory = inventory
    ++       self.inventory.parent = self
    +
    + +
    +
    + +
    ...
    +if TYPE_CHECKING:
    +    from components.ai import BaseAI
    +    from components.consumable import Consumable
    +    from components.fighter import Fighter
    +    from components.inventory import Inventory
    +    from game_map import GameMap
    +
    +...
    +class Actor(Entity):
    +    def __init__(
    +        self,
    +        *,
    +        x: int = 0,
    +        y: int = 0,
    +        char: str = "?",
    +        color: Tuple[int, int, int] = (255, 255, 255),
    +        name: str = "<Unnamed>",
    +        ai_cls: Type[BaseAI],
    +        fighter: Fighter,
    +        inventory: Inventory,
    +    ):
    +        super().__init__(
    +            x=x,
    +            y=y,
    +            char=char,
    +            color=color,
    +            name=name,
    +            blocks_movement=True,
    +            render_order=RenderOrder.ACTOR,
    +        )
    +
    +        self.ai: Optional[BaseAI] = ai_cls(self)
    +
    +        self.fighter = fighter
    +        self.fighter.parent = self
    +
    +        self.inventory = inventory
    +        self.inventory.parent = self
    + +
    + +
    + +

    Now, each actor will have their own inventory. Our tutorial won’t +implement monster inventories (they won’t pick up, hold, or use items), +but hopefully this setup gives you a good starting place to implement it + yourself, if you so choose.

    +

    We’ll need to update entity_factories.py to take the new component into account:

    +
    + + + + +
    + +
    from components.ai import HostileEnemy
    +from components.consumable import HealingConsumable
    +from components.fighter import Fighter
    ++from components.inventory import Inventory
    +from entity import Actor, Item
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    ++   inventory=Inventory(capacity=26),
    +)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    ++   inventory=Inventory(capacity=0),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    ++   inventory=Inventory(capacity=0),
    +)
    +
    +health_potion = Item(
    +    char="!",
    +    color=(127, 0, 255),
    +    name="Health Potion",
    +    consumable=HealingConsumable(amount=4),
    +)
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components.consumable import HealingConsumable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from entity import Actor, Item
    +
    +player = Actor(
    +    char="@",
    +    color=(255, 255, 255),
    +    name="Player",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=30, defense=2, power=5),
    +    inventory=Inventory(capacity=26),
    +)
    +
    +orc = Actor(
    +    char="o",
    +    color=(63, 127, 63),
    +    name="Orc",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=10, defense=0, power=3),
    +    inventory=Inventory(capacity=0),
    +)
    +troll = Actor(
    +    char="T",
    +    color=(0, 127, 0),
    +    name="Troll",
    +    ai_cls=HostileEnemy,
    +    fighter=Fighter(hp=16, defense=1, power=4),
    +    inventory=Inventory(capacity=0),
    +)
    +
    +health_potion = Item(
    +    char="!",
    +    color=(127, 0, 255),
    +    name="Health Potion",
    +    consumable=HealingConsumable(amount=4),
    +)
    + +
    + +
    + +

    We’re setting the player’s inventory to 26, because when we implement + the menu system, each letter in the (English) alphabet will correspond +to one item slot. You can expand the inventory if you want, though +you’ll need to come up with an alternative menu system to accommodate +having more choices.

    +

    In order to actually pick up an item of the floor, we’ll require the +rogue to move onto the same tile and press a key. First, we’ll want an +easy way to grab all the items that currently exist in the map. Open up game_map.py and add the following:

    +
    + + + + +
    + +
    ...
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +-from entity import Actor
    ++from entity import Actor, Item
    +import tile_types
    +...
    +
    +    ...
    +    @property
    +    def actors(self) -> Iterator[Actor]:
    +        """Iterate over this maps living actors."""
    +        yield from (
    +            entity
    +            for entity in self.entities
    +            if isinstance(entity, Actor) and entity.is_alive
    +        )
    +
    ++   @property
    ++   def items(self) -> Iterator[Item]:
    ++       yield from (entity for entity in self.entities if isinstance(entity, Item))
    +
    +    def get_blocking_entity_at_location(
    +        ...
    +
    + +
    +
    + +
    ...
    +import numpy as np  # type: ignore
    +from tcod.console import Console
    +
    +from entity import Actor
    +from entity import Actor, Item
    +import tile_types
    +...
    +
    +    ...
    +    @property
    +    def actors(self) -> Iterator[Actor]:
    +        """Iterate over this maps living actors."""
    +        yield from (
    +            entity
    +            for entity in self.entities
    +            if isinstance(entity, Actor) and entity.is_alive
    +        )
    +
    +    @property
    +    def items(self) -> Iterator[Item]:
    +        yield from (entity for entity in self.entities if isinstance(entity, Item))
    +
    +    def get_blocking_entity_at_location(
    +        ...
    + +
    + +
    + +

    We can use this new property in an action to find the item(s) on the same tile as the player. Let’s define a PickupAction, which will handle picking up the item and adding it to the inventory.

    +

    Open up actions.py and define PickupAction like this:

    +
    + + + + +
    + +
    class Action:
    +    ...
    +
    +
    ++class PickupAction(Action):
    ++   """Pickup an item and add it to the inventory, if there is room for it."""
    +
    ++   def __init__(self, entity: Actor):
    ++       super().__init__(entity)
    +
    ++   def perform(self) -> None:
    ++       actor_location_x = self.entity.x
    ++       actor_location_y = self.entity.y
    ++       inventory = self.entity.inventory
    +
    ++       for item in self.engine.game_map.items:
    ++           if actor_location_x == item.x and actor_location_y == item.y:
    ++               if len(inventory.items) >= inventory.capacity:
    ++                   raise exceptions.Impossible("Your inventory is full.")
    +
    ++               self.engine.game_map.entities.remove(item)
    ++               item.parent = self.entity.inventory
    ++               inventory.items.append(item)
    +
    ++               self.engine.message_log.add_message(f"You picked up the {item.name}!")
    ++               return
    +
    ++       raise exceptions.Impossible("There is nothing here to pick up.")
    +
    +
    +class ItemAction(Action):
    +    ...
    +
    + +
    +
    + +
    class Action:
    +    ...
    +
    +
    +class PickupAction(Action):
    +    """Pickup an item and add it to the inventory, if there is room for it."""
    +
    +    def __init__(self, entity: Actor):
    +        super().__init__(entity)
    +
    +    def perform(self) -> None:
    +        actor_location_x = self.entity.x
    +        actor_location_y = self.entity.y
    +        inventory = self.entity.inventory
    +
    +        for item in self.engine.game_map.items:
    +            if actor_location_x == item.x and actor_location_y == item.y:
    +                if len(inventory.items) >= inventory.capacity:
    +                    raise exceptions.Impossible("Your inventory is full.")
    +
    +                self.engine.game_map.entities.remove(item)
    +                item.parent = self.entity.inventory
    +                inventory.items.append(item)
    +
    +                self.engine.message_log.add_message(f"You picked up the {item.name}!")
    +                return
    +
    +        raise exceptions.Impossible("There is nothing here to pick up.")
    +
    +
    +class ItemAction(Action):
    +    ...
    + +
    + +
    + +

    The action gets the entity’s location, and tries to find an item that exists in the same location, iterating through self.engine.game_map.items (which we just defined). If an item is found, we try to add it to the inventory, checking the capacity first, and returning Impossible + if its full. When adding an item to the inventory, we remove it from +the game map and store it in the inventory, and print out a message. We +then return, since only one item can be picked up per turn (it’ll be +possible later for multiple items to be on the same spot).

    +

    If no item is found in the location, we just return Impossible, informing the player that there’s nothing there.

    +

    Let’s add our new action to the event handler. Open up input_handlers.py and edit the key checking section of MainGameEventHandler to add the key for picking up items:

    +
    + + + + +
    + +
    from actions import (
    +    Action,
    +    BumpAction,
    +    EscapeAction,
    ++   PickupAction,
    +    WaitAction,
    +)
    +...
    +
    +        ...
    +        elif key == tcod.event.K_v:
    +            self.engine.event_handler = HistoryViewer(self.engine)
    +
    ++       elif key == tcod.event.K_g:
    ++           action = PickupAction(player)
    +
    +        # No valid key was pressed
    +        return action
    +
    + +
    +
    + +
    from actions import (
    +    Action,
    +    BumpAction,
    +    EscapeAction,
    +    PickupAction,
    +    WaitAction,
    +)
    +...
    +
    +        ...
    +        elif key == tcod.event.K_v:
    +            self.engine.event_handler = HistoryViewer(self.engine)
    +
    +        elif key == tcod.event.K_g:
    +            action = PickupAction(player)
    +
    +        # No valid key was pressed
    +        return action
    + +
    + +
    + +

    Simple enough, if the player presses the “g” key (“g” for “get”), we call the PickupAction. Run the project now, and pick up those potions!

    +

    Now that the player can pick up items, we’ll need to create our +inventory menu, where the player can see what items are in the +inventory, and select which one to use. This will require a few steps.

    +

    First, we need a way to get input from the user. When the user opens +the inventory menu, we need to get the input from the user, and if it +was valid, we return to the main game’s event handler, so the enemies +can take their turns.

    +

    To start, let’s create a new event handler, which will return to the MainGameEventHandler when it handles an action successfully. Open input_handlers.py and add the following class:

    +
    + + + + +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    ...
    +
    +
    ++class AskUserEventHandler(EventHandler):
    ++   """Handles user input for actions which require special input."""
    +
    ++   def handle_action(self, action: Optional[Action]) -> bool:
    ++       """Return to the main event handler when a valid action was performed."""
    ++       if super().handle_action(action):
    ++           self.engine.event_handler = MainGameEventHandler(self.engine)
    ++           return True
    ++       return False
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++       """By default any key exits this input handler."""
    ++       if event.sym in {  # Ignore modifier keys.
    ++           tcod.event.K_LSHIFT,
    ++           tcod.event.K_RSHIFT,
    ++           tcod.event.K_LCTRL,
    ++           tcod.event.K_RCTRL,
    ++           tcod.event.K_LALT,
    ++           tcod.event.K_RALT,
    ++       }:
    ++           return None
    ++       return self.on_exit()
    +
    ++   def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    ++       """By default any mouse click exits this input handler."""
    ++       return self.on_exit()
    +
    ++   def on_exit(self) -> Optional[Action]:
    ++       """Called when the user is trying to exit or cancel an action.
    +
    ++       By default this returns to the main event handler.
    ++       """
    ++       self.engine.event_handler = MainGameEventHandler(self.engine)
    ++       return None
    +
    + +
    +
    + +
    class EventHandler(tcod.event.EventDispatch[Action]):
    +    ...
    +
    +
    +class AskUserEventHandler(EventHandler):
    +    """Handles user input for actions which require special input."""
    +
    +    def handle_action(self, action: Optional[Action]) -> bool:
    +        """Return to the main event handler when a valid action was performed."""
    +        if super().handle_action(action):
    +            self.engine.event_handler = MainGameEventHandler(self.engine)
    +            return True
    +        return False
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        """By default any key exits this input handler."""
    +        if event.sym in {  # Ignore modifier keys.
    +            tcod.event.K_LSHIFT,
    +            tcod.event.K_RSHIFT,
    +            tcod.event.K_LCTRL,
    +            tcod.event.K_RCTRL,
    +            tcod.event.K_LALT,
    +            tcod.event.K_RALT,
    +        }:
    +            return None
    +        return self.on_exit()
    +
    +    def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    +        """By default any mouse click exits this input handler."""
    +        return self.on_exit()
    +
    +    def on_exit(self) -> Optional[Action]:
    +        """Called when the user is trying to exit or cancel an action.
    +
    +        By default this returns to the main event handler.
    +        """
    +        self.engine.event_handler = MainGameEventHandler(self.engine)
    +        return None
    + +
    + +
    + +

    AskUserEventHandler, by default, just exits itself when +any key is pressed, besides one of the “modifier” keys (shift, control, +and alt). It also exits when clicking the mouse.

    +

    What’s the point of this class? By itself, nothing really. But we can + create subclasses of it that actually do something useful, which is +what we’ll do now. Let’s keep editing input_handlers.py and add this class:

    +
    + + + + +
    + +
    if TYPE_CHECKING:
    +    from engine import Engine
    ++   from entity import Item
    +...
    +
    +
    +class AskUserEventHandler(EventHandler):
    +    ...
    +
    +
    ++class InventoryEventHandler(AskUserEventHandler):
    ++   """This handler lets the user select an item.
    +
    ++   What happens then depends on the subclass.
    ++   """
    +
    ++   TITLE = "<missing title>"
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       """Render an inventory menu, which displays the items in the inventory, and the letter to select them.
    ++       Will move to a different position based on where the player is located, so the player can always see where
    ++       they are.
    ++       """
    ++       super().on_render(console)
    ++       number_of_items_in_inventory = len(self.engine.player.inventory.items)
    +
    ++       height = number_of_items_in_inventory + 2
    +
    ++       if height <= 3:
    ++           height = 3
    +
    ++       if self.engine.player.x <= 30:
    ++           x = 40
    ++       else:
    ++           x = 0
    +
    ++       y = 0
    +
    ++       width = len(self.TITLE) + 4
    +
    ++       console.draw_frame(
    ++           x=x,
    ++           y=y,
    ++           width=width,
    ++           height=height,
    ++           title=self.TITLE,
    ++           clear=True,
    ++           fg=(255, 255, 255),
    ++           bg=(0, 0, 0),
    ++       )
    +
    ++       if number_of_items_in_inventory > 0:
    ++           for i, item in enumerate(self.engine.player.inventory.items):
    ++               item_key = chr(ord("a") + i)
    ++               console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
    ++       else:
    ++           console.print(x + 1, y + 1, "(Empty)")
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++       player = self.engine.player
    ++       key = event.sym
    ++       index = key - tcod.event.K_a
    +
    ++       if 0 <= index <= 26:
    ++           try:
    ++               selected_item = player.inventory.items[index]
    ++           except IndexError:
    ++               self.engine.message_log.add_message("Invalid entry.", color.invalid)
    ++               return None
    ++           return self.on_item_selected(selected_item)
    ++       return super().ev_keydown(event)
    +
    ++   def on_item_selected(self, item: Item) -> Optional[Action]:
    ++       """Called when the user selects a valid item."""
    ++       raise NotImplementedError()
    +
    + +
    +
    + +
    if TYPE_CHECKING:
    +    from engine import Engine
    +    from entity import Item
    +...
    +
    +
    +class AskUserEventHandler(EventHandler):
    +    ...
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    """This handler lets the user select an item.
    +
    +    What happens then depends on the subclass.
    +    """
    +
    +    TITLE = "<missing title>"
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        """Render an inventory menu, which displays the items in the inventory, and the letter to select them.
    +        Will move to a different position based on where the player is located, so the player can always see where
    +        they are.
    +        """
    +        super().on_render(console)
    +        number_of_items_in_inventory = len(self.engine.player.inventory.items)
    +
    +        height = number_of_items_in_inventory + 2
    +
    +        if height <= 3:
    +            height = 3
    +
    +        if self.engine.player.x <= 30:
    +            x = 40
    +        else:
    +            x = 0
    +
    +        y = 0
    +
    +        width = len(self.TITLE) + 4
    +
    +        console.draw_frame(
    +            x=x,
    +            y=y,
    +            width=width,
    +            height=height,
    +            title=self.TITLE,
    +            clear=True,
    +            fg=(255, 255, 255),
    +            bg=(0, 0, 0),
    +        )
    +
    +        if number_of_items_in_inventory > 0:
    +            for i, item in enumerate(self.engine.player.inventory.items):
    +                item_key = chr(ord("a") + i)
    +                console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
    +        else:
    +            console.print(x + 1, y + 1, "(Empty)")
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        player = self.engine.player
    +        key = event.sym
    +        index = key - tcod.event.K_a
    +
    +        if 0 <= index <= 26:
    +            try:
    +                selected_item = player.inventory.items[index]
    +            except IndexError:
    +                self.engine.message_log.add_message("Invalid entry.", color.invalid)
    +                return None
    +            return self.on_item_selected(selected_item)
    +        return super().ev_keydown(event)
    +
    +    def on_item_selected(self, item: Item) -> Optional[Action]:
    +        """Called when the user selects a valid item."""
    +        raise NotImplementedError()
    + +
    + +
    + +

    InventoryEventHandler subclasses AskUserEventHandler, and renders the items within the player’s Inventory. + Depending on where the player is standing, the menu will render off to +the side, so the menu won’t cover the player. If there’s nothing in the +inventory, it just prints “Empty”. Notice that it doesn’t give itself a +title, as that will be defined in a different subclass (more on that in a + bit).

    +

    The ev_keydown function takes the user’s input, from +letters a - z, and associates that with an index in the inventory. If +the player pressed “b”, for example, the second item in the inventory +will be selected and returned. If the player presses a key like “c” +(item 3) but only has one item, then the message “Invalid entry” will +display. If any other key is pressed, the menu will close.

    +

    This class, still, does not actually do anything for us right now, +but I promise we’re close. Before we implement the menus to use and drop + items, we’ll need to define the Action that drops items. Add the following class to actions.py:

    +
    + + + + +
    + +
    class EscapeAction(Action):
    +    def perform(self) -> None:
    +        raise SystemExit()
    +
    +
    ++class DropItem(ItemAction):
    ++   def perform(self) -> None:
    ++       self.entity.inventory.drop(self.item)
    +
    +
    +class WaitAction(Action):
    +    def perform(self) -> None:
    +        pass
    +...
    +
    + +
    +
    + +
    class EscapeAction(Action):
    +    def perform(self) -> None:
    +        raise SystemExit()
    +
    +
    +class DropItem(ItemAction):
    +    def perform(self) -> None:
    +        self.entity.inventory.drop(self.item)
    +
    +
    +class WaitAction(Action):
    +    def perform(self) -> None:
    +        pass
    +...
    + +
    + +
    + +

    DropItem will be used to drop something from the inventory. It just calls the drop method of the Inventory component.

    +

    Now, let’s put this new action into… well… action! Open up input_handlers.py once again, and let’s add the handlers that will handle both selecting an item and dropping one.

    +
    + + + + +
    + +
    ...
    +import tcod
    +
    ++import actions
    +from actions import (
    +    Action,
    +    BumpAction,
    +    EscapeAction,
    +    PickupAction,
    +    WaitAction,
    +)
    +...
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    ...
    +
    +
    ++class InventoryActivateHandler(InventoryEventHandler):
    ++   """Handle using an inventory item."""
    +
    ++   TITLE = "Select an item to use"
    +
    ++   def on_item_selected(self, item: Item) -> Optional[Action]:
    ++       """Return the action for the selected item."""
    ++       return item.consumable.get_action(self.engine.player)
    +
    +
    ++class InventoryDropHandler(InventoryEventHandler):
    ++   """Handle dropping an inventory item."""
    +
    ++   TITLE = "Select an item to drop"
    +
    ++   def on_item_selected(self, item: Item) -> Optional[Action]:
    ++       """Drop this item."""
    ++       return actions.DropItem(self.engine.player, item)
    +
    + +
    +
    + +
    ...
    +import tcod
    +
    +import actions
    +from actions import (
    +    Action,
    +    BumpAction,
    +    EscapeAction,
    +    PickupAction,
    +    WaitAction,
    +)
    +...
    +
    +
    +class InventoryEventHandler(AskUserEventHandler):
    +    ...
    +
    +
    +class InventoryActivateHandler(InventoryEventHandler):
    +    """Handle using an inventory item."""
    +
    +    TITLE = "Select an item to use"
    +
    +    def on_item_selected(self, item: Item) -> Optional[Action]:
    +        """Return the action for the selected item."""
    +        return item.consumable.get_action(self.engine.player)
    +
    +
    +class InventoryDropHandler(InventoryEventHandler):
    +    """Handle dropping an inventory item."""
    +
    +    TITLE = "Select an item to drop"
    +
    +    def on_item_selected(self, item: Item) -> Optional[Action]:
    +        """Drop this item."""
    +        return actions.DropItem(self.engine.player, item)
    + +
    + +
    + +

    At long last, we’ve got the InventoryActivateHandler and the InventoryDropHandler, which will handle using and dropping items, respectively. They both inherit from InventoryEventHandler, + allowing the player to select an item in both menus using what we wrote + in that class (selecting an item with a letter), but both handlers +display a different title and call different actions, depending on the +selection.

    +

    All that’s left now is to utilize these event handlers, based on the +key we press. Let’s set the game up to open the inventory menu when +pressing “i”, and the drop menu when pressing “d”. Open input_handlers.py, and add the following lines to MainGameEventHandler:

    +
    + + + + +
    + +
            ...
    +        elif key == tcod.event.K_g:
    +            action = PickupAction(player)
    +
    ++       elif key == tcod.event.K_i:
    ++           self.engine.event_handler = InventoryActivateHandler(self.engine)
    ++       elif key == tcod.event.K_d:
    ++           self.engine.event_handler = InventoryDropHandler(self.engine)
    +
    +        # No valid key was pressed
    +        return action
    +
    + +
    +
    + +
            ...
    +        elif key == tcod.event.K_g:
    +            action = PickupAction(player)
    +
    +        elif key == tcod.event.K_i:
    +            self.engine.event_handler = InventoryActivateHandler(self.engine)
    +        elif key == tcod.event.K_d:
    +            self.engine.event_handler = InventoryDropHandler(self.engine)
    +
    +        # No valid key was pressed
    +        return action
    + +
    + +
    + +

    Now, when you run the project, you can, at long last, use and drop the health potions!

    +

    Part 8 - Using items

    +

    There’s a major bug with our implementation though: used items won’t +disappear after using them. This means the player could keep consuming +the same health potion over and over!

    +

    Let’s fix that, by opening up consumable.py and add the following:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +
    +import actions
    +import color
    ++import components.inventory
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +        """Try to return the action for this item."""
    +        return actions.ItemAction(consumer, self.parent)
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        """Invoke this items ability.
    +
    +        `action` is the context for this activation.
    +        """
    +        raise NotImplementedError()
    +
    ++   def consume(self) -> None:
    ++       """Remove the consumed item from its containing inventory."""
    ++       entity = self.parent
    ++       inventory = entity.parent
    ++       if isinstance(inventory, components.inventory.Inventory):
    ++           inventory.items.remove(entity)
    +
    +
    +class HealingConsumable(Consumable):
    +    def __init__(self, amount: int):
    +        self.amount = amount
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        consumer = action.entity
    +        amount_recovered = consumer.fighter.heal(self.amount)
    +
    +        if amount_recovered > 0:
    +            self.engine.message_log.add_message(
    +                f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
    +                color.health_recovered,
    +            )
    ++           self.consume()
    +        else:
    +            raise Impossible(f"Your health is already full.")
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +
    +import actions
    +import color
    +import components.inventory
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +        """Try to return the action for this item."""
    +        return actions.ItemAction(consumer, self.parent)
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        """Invoke this items ability.
    +
    +        `action` is the context for this activation.
    +        """
    +        raise NotImplementedError()
    +
    +    def consume(self) -> None:
    +        """Remove the consumed item from its containing inventory."""
    +        entity = self.parent
    +        inventory = entity.parent
    +        if isinstance(inventory, components.inventory.Inventory):
    +            inventory.items.remove(entity)
    +
    +
    +class HealingConsumable(Consumable):
    +    def __init__(self, amount: int):
    +        self.amount = amount
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        consumer = action.entity
    +        amount_recovered = consumer.fighter.heal(self.amount)
    +
    +        if amount_recovered > 0:
    +            self.engine.message_log.add_message(
    +                f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
    +                color.health_recovered,
    +            )
    +            self.consume()
    +        else:
    +            raise Impossible(f"Your health is already full.")
    + +
    + +
    + +

    consume removes the item from the Inventory container it occupies. Since it no longer belongs to the inventory or the map, it disappears from the game. We use the consume method when the health potion is successfully used, and we don’t if it’s not.

    +

    With that, the health potions will disappear after use.

    +

    There’s two last bits of housekeeping we need to do before moving on to the next part. The parent class attribute in the Entity class has a bit of a problem: it’s designated as a GameMap type right now, but when an item moves from the map to the inventory, that isn’t really true any more. Let’s fix that now:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import copy
    +-from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
    ++from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING, Union
    +
    +from render_order import RenderOrder
    +
    +...
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +-   parent: GameMap
    ++   parent: Union[GameMap, Inventory]
    +
    +    def __init__(
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING, Union
    +
    +from render_order import RenderOrder
    +
    +...
    +class Entity:
    +    """
    +    A generic object to represent players, enemies, items, etc.
    +    """
    +
    +    parent: GameMap
    +    parent: Union[GameMap, Inventory]
    +
    +    def __init__(
    +        ...
    + +
    + +
    + +

    Lastly, we can actually remove EscapeAction, as it can just be handled by the event handlers. Open actions.py and remove EscapeAction:

    +
    + + + + +
    + +
    class PickupAction(Action):
    +    ...
    +
    +
    +-class EscapeAction(Action):
    +-   def perform(self) -> None:
    +-       raise SystemExit()
    +
    +
    +class ItemAction(Action):
    +    ...
    +
    + +
    +
    + +
    class PickupAction(Action):
    +    ...
    +
    +
    +class EscapeAction(Action):
    +    def perform(self) -> None:
    +        raise SystemExit()
    +
    +
    +class ItemAction(Action):
    +    ...
    + +
    + +
    + +

    Then, remove EscapeAction from input_handlers.py:

    +
    + + + + +
    + +
    ...
    +from actions import (
    +    Action,
    +    BumpAction,
    +-   EscapeAction,
    +    PickupAction,
    +    WaitAction
    +)
    +...
    +
    +        ...
    +        elif key == tcod.event.K_ESCAPE:
    +-           action = EscapeAction(player)
    ++           raise SystemExit()
    +        elif key == tcod.event.K_v:
    +            self.engine.event_handler = HistoryViewer(self.engine)
    +        ...
    +
    + +
    +
    + +
    ...
    +from actions import (
    +    Action,
    +    BumpAction,
    +    EscapeAction,
    +    PickupAction,
    +    WaitAction
    +)
    +...
    +
    +        ...
    +        elif key == tcod.event.K_ESCAPE:
    +            action = EscapeAction(player)
    +            raise SystemExit()
    +        elif key == tcod.event.K_v:
    +            self.engine.event_handler = HistoryViewer(self.engine)
    +        ...
    + +
    + +
    + +

    This was another long chapter, but this is an important step towards a + functioning game. Next chapter, we’ll add a few more item types to use.

    +

    If you want to see the code so far in its entirety, click here.

    +

    Click here to move on to the next part of this tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 8 - Items and Inventory · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 8 - Items and Inventory · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 8 - Items and Inventory · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark h6{color:#dadada}body.colorscheme-dark h1:hover 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z*L@@c(pO}2a92hhP(+(mRF$WKZQONZYVBSf2 + + + + Part 9 - Ranged Scrolls and Targeting · Roguelike Tutorials + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + + +
    + +
    +
    +
    +

    + + Part 9 - Ranged Scrolls and Targeting + +

    +
    + +

    Adding health potions was a big step, but we won’t stop there. +Let’s continue adding a few items, this time with a focus on offense. +We’ll add a few scrolls, which will give the player a one-time ranged +attack. This gives the player a lot more tactical options to work with, +and is definitely something you’ll want to expand upon in your own game.

    +

    Before we get to that, let’s start by adding the colors we’ll need for this chapter:

    +
    + + + + +
    + +
    white = (0xFF, 0xFF, 0xFF)
    +black = (0x0, 0x0, 0x0)
    ++red = (0xFF, 0x0, 0x0)
    +
    +player_atk = (0xE0, 0xE0, 0xE0)
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    ++needs_target = (0x3F, 0xFF, 0xFF)
    ++status_effect_applied = (0x3F, 0xFF, 0x3F)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +
    +invalid = (0xFF, 0xFF, 0x00)
    +impossible = (0x80, 0x80, 0x80)
    +error = (0xFF, 0x40, 0x40)
    +
    +welcome_text = (0x20, 0xA0, 0xFF)
    +health_recovered = (0x0, 0xFF, 0x0)
    +
    +bar_text = white
    +bar_filled = (0x0, 0x60, 0x0)
    +bar_empty = (0x40, 0x10, 0x10)
    +
    + +
    +
    + +
    white = (0xFF, 0xFF, 0xFF)
    +black = (0x0, 0x0, 0x0)
    +red = (0xFF, 0x0, 0x0)
    +
    +player_atk = (0xE0, 0xE0, 0xE0)
    +enemy_atk = (0xFF, 0xC0, 0xC0)
    +needs_target = (0x3F, 0xFF, 0xFF)
    +status_effect_applied = (0x3F, 0xFF, 0x3F)
    +
    +player_die = (0xFF, 0x30, 0x30)
    +enemy_die = (0xFF, 0xA0, 0x30)
    +
    +invalid = (0xFF, 0xFF, 0x00)
    +impossible = (0x80, 0x80, 0x80)
    +error = (0xFF, 0x40, 0x40)
    +
    +welcome_text = (0x20, 0xA0, 0xFF)
    +health_recovered = (0x0, 0xFF, 0x0)
    +
    +bar_text = white
    +bar_filled = (0x0, 0x60, 0x0)
    +bar_empty = (0x40, 0x10, 0x10)
    + +
    + +
    + +

    Let’s start simple, with a spell that just hits the closest enemy. +We’ll create a scroll of lightning, which automatically targets an enemy + nearby the player.

    +

    First thing we need is a way to get the closest entity to the entity casting the spell. Let’s add a distance function to Entity, which will give us the distance to an arbitrary point. Open entity.py and add the following function:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +import copy
    ++import math
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING, Union
    +...
    +
    +    ...
    +    def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
    +        ...
    +
    ++   def distance(self, x: int, y: int) -> float:
    ++       """
    ++       Return the distance between the current entity and the given (x, y) coordinate.
    ++       """
    ++       return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import copy
    +import math
    +from typing import Optional, Tuple, Type, TypeVar, TYPE_CHECKING, Union
    +...
    +
    +    ...
    +    def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
    +        ...
    +
    +    def distance(self, x: int, y: int) -> float:
    +        """
    +        Return the distance between the current entity and the given (x, y) coordinate.
    +        """
    +        return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
    +
    +    def move(self, dx: int, dy: int) -> None:
    +        ...
    + +
    + +
    + +

    With that, we can add the component that will handle shooting our lightning bolt. Add the following class to consumable.py:

    +
    + + + + +
    + +
    class HealingConsumable(Consumable):
    +    ...
    +
    +
    ++class LightningDamageConsumable(Consumable):
    ++   def __init__(self, damage: int, maximum_range: int):
    ++       self.damage = damage
    ++       self.maximum_range = maximum_range
    +
    ++   def activate(self, action: actions.ItemAction) -> None:
    ++       consumer = action.entity
    ++       target = None
    ++       closest_distance = self.maximum_range + 1.0
    +
    ++       for actor in self.engine.game_map.actors:
    ++           if actor is not consumer and self.parent.gamemap.visible[actor.x, actor.y]:
    ++               distance = consumer.distance(actor.x, actor.y)
    +
    ++               if distance < closest_distance:
    ++                   target = actor
    ++                   closest_distance = distance
    +
    ++       if target:
    ++           self.engine.message_log.add_message(
    ++               f"A lighting bolt strikes the {target.name} with a loud thunder, for {self.damage} damage!"
    ++           )
    ++           target.fighter.take_damage(self.damage)
    ++           self.consume()
    ++       else:
    ++           raise Impossible("No enemy is close enough to strike.")
    +
    + +
    +
    + +
    class HealingConsumable(Consumable):
    +    ...
    +
    +
    +class LightningDamageConsumable(Consumable):
    +    def __init__(self, damage: int, maximum_range: int):
    +        self.damage = damage
    +        self.maximum_range = maximum_range
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        consumer = action.entity
    +        target = None
    +        closest_distance = self.maximum_range + 1.0
    +
    +        for actor in self.engine.game_map.actors:
    +            if actor is not consumer and self.parent.gamemap.visible[actor.x, actor.y]:
    +                distance = consumer.distance(actor.x, actor.y)
    +
    +                if distance < closest_distance:
    +                    target = actor
    +                    closest_distance = distance
    +
    +        if target:
    +            self.engine.message_log.add_message(
    +                f"A lighting bolt strikes the {target.name} with a loud thunder, for {self.damage} damage!"
    +            )
    +            target.fighter.take_damage(self.damage)
    +            self.consume()
    +        else:
    +            raise Impossible("No enemy is close enough to strike.")
    + +
    + +
    + +

    The __init__ function takes two arguments: damage, which dictates how powerful the lightning bolt will be, and maximum_range, which tells us how far it can reach.

    +

    Similar to HealingConsumable, this class has an activate + function that describes what to do when the player tries using it. It +loops through the actors in the current map, and if the actor is visible + and within range, it chooses that actor as the one to strike. If a +target was found, we strike the target, dealing the damage (using the take_damage + function we defined last time, which ignores defense) and printing out a + message. If no target was found, we give an error, and don’t consume +the scroll.

    +

    In order to use this, we’ll need to actually place some lightning scrolls on the map. We can do that by adding the scroll to entity_factories.py, and then adjusting the place_entities function in procgen.py. Let’s start with entity_factories.py:

    +
    + + + + +
    + +
    from components.ai import HostileEnemy
    +-from components.consumable import HealingConsumable
    ++from components import consumable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from entity import Actor, Item
    +
    +...
    +health_potion = Item(
    +    char="!",
    +    color=(127, 0, 255),
    +    name="Health Potion",
    +-   consumable=HealingConsumable(amount=4),
    ++   consumable=consumable.HealingConsumable(amount=4),
    +)
    ++lightning_scroll = Item(
    ++   char="~",
    ++   color=(255, 255, 0),
    ++   name="Lightning Scroll",
    ++   consumable=consumable.LightningDamageConsumable(damage=20, maximum_range=5),
    ++)
    +
    + +
    +
    + +
    from components.ai import HostileEnemy
    +from components.consumable import HealingConsumable
    +from components import consumable
    +from components.fighter import Fighter
    +from components.inventory import Inventory
    +from entity import Actor, Item
    +
    +...
    +health_potion = Item(
    +    char="!",
    +    color=(127, 0, 255),
    +    name="Health Potion",
    +    consumable=HealingConsumable(amount=4),
    +    consumable=consumable.HealingConsumable(amount=4),
    +)
    +lightning_scroll = Item(
    +    char="~",
    +    color=(255, 255, 0),
    +    name="Lightning Scroll",
    +    consumable=consumable.LightningDamageConsumable(damage=20, maximum_range=5),
    +)
    + +
    + +
    + +

    Notice that we also are importing consumable instead of the specific classes inside, which affects our declaration of health_potion. This will save us from having to add a new import every time we create a new consumable class.

    +

    Now, for procgen.py:

    +
    + + + + +
    + +
        ...
    +    for i in range(number_of_items):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +-           entity_factories.health_potion.spawn(dungeon, x, y)
    ++           item_chance = random.random()
    +
    ++           if item_chance < 0.7:
    ++               entity_factories.health_potion.spawn(dungeon, x, y)
    ++           else:
    ++               entity_factories.lightning_scroll.spawn(dungeon, x, y)
    +
    + +
    +
    + +
        ...
    +    for i in range(number_of_items):
    +        x = random.randint(room.x1 + 1, room.x2 - 1)
    +        y = random.randint(room.y1 + 1, room.y2 - 1)
    +
    +        if not any(entity.x == x and entity.y == y for entity in dungeon.entities):
    +            entity_factories.health_potion.spawn(dungeon, x, y)
    +            item_chance = random.random()
    +
    +            if item_chance < 0.7:
    +                entity_factories.health_potion.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.lightning_scroll.spawn(dungeon, x, y)
    + +
    + +
    + +

    Like with the monsters, we’re getting a random number and deciding +what to spawn based on a percentage chance. Most of our items will still + be health potions, but we should have a chance of getting a lightning +scroll instead now.

    +

    Run the project, and try picking up some lightning scrolls and zapping some trolls!

    +

    Part 9 - Lightning Scrolls

    +

    That one was a bit on the easy side. Let’s try something a little +more challenging, something that requires us to target an enemy (or an +area) before shooting off the spell.

    +

    This will take a few steps, but one of the things we can do on the +way to that goal is add a way for the player to “look around” the map +using either the mouse or keyboard. We already kind of did this with the + mouse in part 7, however, most roguelikes allow the user to play the +game entirely with the keyboard.

    +

    Open up input_handlers.py and add the following contents:

    +
    + + + + +
    + +
    ...
    +WAIT_KEYS = {
    +    tcod.event.K_PERIOD,
    +    tcod.event.K_KP_5,
    +    tcod.event.K_CLEAR,
    +}
    +
    ++CONFIRM_KEYS = {
    ++   tcod.event.K_RETURN,
    ++   tcod.event.K_KP_ENTER,
    ++}
    +
    +...
    +class InventoryDropHandler(InventoryEventHandler):
    +    ...
    +
    +
    ++class SelectIndexHandler(AskUserEventHandler):
    ++   """Handles asking the user for an index on the map."""
    +
    ++   def __init__(self, engine: Engine):
    ++       """Sets the cursor to the player when this handler is constructed."""
    ++       super().__init__(engine)
    ++       player = self.engine.player
    ++       engine.mouse_location = player.x, player.y
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       """Highlight the tile under the cursor."""
    ++       super().on_render(console)
    ++       x, y = self.engine.mouse_location
    ++       console.tiles_rgb["bg"][x, y] = color.white
    ++       console.tiles_rgb["fg"][x, y] = color.black
    +
    ++   def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    ++       """Check for key movement or confirmation keys."""
    ++       key = event.sym
    ++       if key in MOVE_KEYS:
    ++           modifier = 1  # Holding modifier keys will speed up key movement.
    ++           if event.mod & (tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT):
    ++               modifier *= 5
    ++           if event.mod & (tcod.event.KMOD_LCTRL | tcod.event.KMOD_RCTRL):
    ++               modifier *= 10
    ++           if event.mod & (tcod.event.KMOD_LALT | tcod.event.KMOD_RALT):
    ++               modifier *= 20
    +
    ++           x, y = self.engine.mouse_location
    ++           dx, dy = MOVE_KEYS[key]
    ++           x += dx * modifier
    ++           y += dy * modifier
    ++           # Clamp the cursor index to the map size.
    ++           x = max(0, min(x, self.engine.game_map.width - 1))
    ++           y = max(0, min(y, self.engine.game_map.height - 1))
    ++           self.engine.mouse_location = x, y
    ++           return None
    ++       elif key in CONFIRM_KEYS:
    ++           return self.on_index_selected(*self.engine.mouse_location)
    ++       return super().ev_keydown(event)
    +
    ++   def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    ++       """Left click confirms a selection."""
    ++       if self.engine.game_map.in_bounds(*event.tile):
    ++           if event.button == 1:
    ++               return self.on_index_selected(*event.tile)
    ++       return super().ev_mousebuttondown(event)
    +
    ++   def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    ++       """Called when an index is selected."""
    ++       raise NotImplementedError()
    +
    +
    ++class LookHandler(SelectIndexHandler):
    ++   """Lets the player look around using the keyboard."""
    +
    ++   def on_index_selected(self, x: int, y: int) -> None:
    ++       """Return to main handler."""
    ++       self.engine.event_handler = MainGameEventHandler(self.engine)
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    ...
    +
    + +
    +
    + +
    ...
    +WAIT_KEYS = {
    +    tcod.event.K_PERIOD,
    +    tcod.event.K_KP_5,
    +    tcod.event.K_CLEAR,
    +}
    +
    +CONFIRM_KEYS = {
    +    tcod.event.K_RETURN,
    +    tcod.event.K_KP_ENTER,
    +}
    +
    +...
    +class InventoryDropHandler(InventoryEventHandler):
    +    ...
    +
    +
    +class SelectIndexHandler(AskUserEventHandler):
    +    """Handles asking the user for an index on the map."""
    +
    +    def __init__(self, engine: Engine):
    +        """Sets the cursor to the player when this handler is constructed."""
    +        super().__init__(engine)
    +        player = self.engine.player
    +        engine.mouse_location = player.x, player.y
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        """Highlight the tile under the cursor."""
    +        super().on_render(console)
    +        x, y = self.engine.mouse_location
    +        console.tiles_rgb["bg"][x, y] = color.white
    +        console.tiles_rgb["fg"][x, y] = color.black
    +
    +    def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
    +        """Check for key movement or confirmation keys."""
    +        key = event.sym
    +        if key in MOVE_KEYS:
    +            modifier = 1  # Holding modifier keys will speed up key movement.
    +            if event.mod & (tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT):
    +                modifier *= 5
    +            if event.mod & (tcod.event.KMOD_LCTRL | tcod.event.KMOD_RCTRL):
    +                modifier *= 10
    +            if event.mod & (tcod.event.KMOD_LALT | tcod.event.KMOD_RALT):
    +                modifier *= 20
    +
    +            x, y = self.engine.mouse_location
    +            dx, dy = MOVE_KEYS[key]
    +            x += dx * modifier
    +            y += dy * modifier
    +            # Clamp the cursor index to the map size.
    +            x = max(0, min(x, self.engine.game_map.width - 1))
    +            y = max(0, min(y, self.engine.game_map.height - 1))
    +            self.engine.mouse_location = x, y
    +            return None
    +        elif key in CONFIRM_KEYS:
    +            return self.on_index_selected(*self.engine.mouse_location)
    +        return super().ev_keydown(event)
    +
    +    def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
    +        """Left click confirms a selection."""
    +        if self.engine.game_map.in_bounds(*event.tile):
    +            if event.button == 1:
    +                return self.on_index_selected(*event.tile)
    +        return super().ev_mousebuttondown(event)
    +
    +    def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    +        """Called when an index is selected."""
    +        raise NotImplementedError()
    +
    +
    +class LookHandler(SelectIndexHandler):
    +    """Lets the player look around using the keyboard."""
    +
    +    def on_index_selected(self, x: int, y: int) -> None:
    +        """Return to main handler."""
    +        self.engine.event_handler = MainGameEventHandler(self.engine)
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    ...
    + +
    + +
    + +

    SelectIndexHandler is what we’ll use when we want to select a tile on the map. It has several methods, which we’ll break down now.

    +

    __init__ simply sets the mouse_location to +the player’s current location. This is so that the cursor we’re about to + draw appears over the player first, rather than somewhere else. Chances + are, the tile the player wants to select will be nearby.

    +

    on_render will render the console as normal, by calling super().on_render, + but it also adds a cursor on top, that can be used to show where the +current cursor position is. This is especially useful if the player is +navigating around with the keyboard.

    +

    ev_keydown gives us a way to move the cursor we’re +drawing around using the keyboard instead of the mouse (using the mouse +is still possible). By using the same movement keys we use to move the +player around, we can move the cursor around, with a few extra options. +By holding, shift, control, or alt while pressing a movement key, the +cursor will move around faster by skipping over a few spaces. This could + be very helpful if you plan on making your map larger. If the user +presses a “confirm” key, the method returns the current cursor’s +location.

    +

    ev_mousebuttondown also returns the location, if the clicked space is within the map boundaries.

    +

    on_index_selected is an abstract method, which will be up to the subclasses to implement. We do that immediately with LookHandler.

    +

    LookHandler inherits from SelectIndexHandler, and all it does is return to the MainGameEventHandler + when receiving a confirmation key. This is because it doesn’t need to +do anything special, it’s just used in the case where our player wants +to have a look around.

    +

    We can utilize LookHandler by adding this to ev_keydown in MainGameEventHandler: +

    + + + + +
    + +
            ...
    +        elif key == tcod.event.K_i:
    +            self.engine.event_handler = InventoryActivateHandler(self.engine)
    +        elif key == tcod.event.K_d:
    +            self.engine.event_handler = InventoryDropHandler(self.engine)
    ++       elif key == tcod.event.K_SLASH:
    ++           self.engine.event_handler = LookHandler(self.engine)
    +
    +        # No valid key was pressed
    +        return action
    +
    + +
    +
    + +
            ...
    +        elif key == tcod.event.K_i:
    +            self.engine.event_handler = InventoryActivateHandler(self.engine)
    +        elif key == tcod.event.K_d:
    +            self.engine.event_handler = InventoryDropHandler(self.engine)
    +        elif key == tcod.event.K_SLASH:
    +            self.engine.event_handler = LookHandler(self.engine)
    +
    +        # No valid key was pressed
    +        return action
    + +
    + +
    +

    +

    By pressing the forward slash key, you can look around the map with +either the mouse or keyboard. Pressing the Escape key (or any +non-movement key for that matter) exits this mode.

    +

    Alright, with that in place, we can move on to implementing a scroll +that asks for a target. Let’s implement a confusion scroll, which will +take a target, and change that target’s AI so that it stumbles around +for a few turns before returning to normal.

    +

    We need to define a new type of AI to handle how enemies act when they’re confused. Open up ai.py and add the following:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    ++import random
    +-from typing import List, Tuple, TYPE_CHECKING
    ++from typing import List, Optional, Tuple, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +import tcod
    +
    +-from actions import Action, MeleeAction, MovementAction, WaitAction
    ++from actions import Action, BumpAction, MeleeAction, MovementAction, WaitAction
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class BaseAI(Action):
    +    ...
    +
    +
    ++class ConfusedEnemy(BaseAI):
    ++   """
    ++   A confused enemy will stumble around aimlessly for a given number of turns, then revert back to its previous AI.
    ++   If an actor occupies a tile it is randomly moving into, it will attack.
    ++   """
    +
    ++   def __init__(
    ++       self, entity: Actor, previous_ai: Optional[BaseAI], turns_remaining: int
    ++   ):
    ++       super().__init__(entity)
    +
    ++       self.previous_ai = previous_ai
    ++       self.turns_remaining = turns_remaining
    +
    ++   def perform(self) -> None:
    ++       # Revert the AI back to the original state if the effect has run its course.
    ++       if self.turns_remaining <= 0:
    ++           self.engine.message_log.add_message(
    ++               f"The {self.entity.name} is no longer confused."
    ++           )
    ++           self.entity.ai = self.previous_ai
    ++       else:
    ++           # Pick a random direction
    ++           direction_x, direction_y = random.choice(
    ++               [
    ++                   (-1, -1),  # Northwest
    ++                   (0, -1),  # North
    ++                   (1, -1),  # Northeast
    ++                   (-1, 0),  # West
    ++                   (1, 0),  # East
    ++                   (-1, 1),  # Southwest
    ++                   (0, 1),  # South
    ++                   (1, 1),  # Southeast
    ++               ]
    ++           )
    +
    ++           self.turns_remaining -= 1
    +
    ++           # The actor will either try to move or attack in the chosen random direction.
    ++           # Its possible the actor will just bump into the wall, wasting a turn.
    ++           return BumpAction(self.entity, direction_x, direction_y,).perform()
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +import random
    +from typing import List, Tuple, TYPE_CHECKING
    +from typing import List, Optional, Tuple, TYPE_CHECKING
    +
    +import numpy as np  # type: ignore
    +import tcod
    +
    +from actions import Action, MeleeAction, MovementAction, WaitAction
    +from actions import Action, BumpAction, MeleeAction, MovementAction, WaitAction
    +
    +if TYPE_CHECKING:
    +    from entity import Actor
    +
    +
    +class BaseAI(Action):
    +    ...
    +
    +
    +class ConfusedEnemy(BaseAI):
    +    """
    +    A confused enemy will stumble around aimlessly for a given number of turns, then revert back to its previous AI.
    +    If an actor occupies a tile it is randomly moving into, it will attack.
    +    """
    +
    +    def __init__(
    +        self, entity: Actor, previous_ai: Optional[BaseAI], turns_remaining: int
    +    ):
    +        super().__init__(entity)
    +
    +        self.previous_ai = previous_ai
    +        self.turns_remaining = turns_remaining
    +
    +    def perform(self) -> None:
    +        # Revert the AI back to the original state if the effect has run its course.
    +        if self.turns_remaining <= 0:
    +            self.engine.message_log.add_message(
    +                f"The {self.entity.name} is no longer confused."
    +            )
    +            self.entity.ai = self.previous_ai
    +        else:
    +            # Pick a random direction
    +            direction_x, direction_y = random.choice(
    +                [
    +                    (-1, -1),  # Northwest
    +                    (0, -1),  # North
    +                    (1, -1),  # Northeast
    +                    (-1, 0),  # West
    +                    (1, 0),  # East
    +                    (-1, 1),  # Southwest
    +                    (0, 1),  # South
    +                    (1, 1),  # Southeast
    +                ]
    +            )
    +
    +            self.turns_remaining -= 1
    +
    +            # The actor will either try to move or attack in the chosen random direction.
    +            # Its possible the actor will just bump into the wall, wasting a turn.
    +            return BumpAction(self.entity, direction_x, direction_y,).perform()
    + +
    + +
    + +

    The __init__ function takes three arguments:

    +
      +
    • entity: The actor who is being confused.
    • +
    • previous_ai: The AI class that the actor currently has. + We need this, because when the confusion effect wears off, we’ll want +to revert the entity back to its previous AI.
    • +
    • turns_remaining: How many turns the confusion effect will last for.
    • +
    +

    perform causes the entity to move in a randomly selected direction. It uses BumpAction, + which means that it will try to move into a tile, and if there’s an +actor there, it will attack it (regardless if its the player or another +monster). Each turn, the turns_remaining will decrement, and when it’s less than or equal to zero, the AI reverts back and the entity is no longer confused.

    +

    In order to inflict this status on an enemy, we’ll need to do a few things. Obviously, we need a consumable that inflicts the ConfusedEnemy AI on an enemy, but we also need a way to select which enemy gets confused.

    +

    To do that, let’s expand on our SelectIndexHandler from earlier. We can create a handler that allows us to select a single enemy and apply some sort of function on it. Open up input_handlers.py and add the following class:

    +
    + + + + +
    + +
    from __future__ import annotations
    +
    +-from typing import Optional, TYPE_CHECKING
    ++from typing import Callable, Optional, Tuple, TYPE_CHECKING
    +
    +import tcod
    +...
    +
    +
    +class LookHandler(SelectIndexHandler):
    +    ...
    +
    +
    ++class SingleRangedAttackHandler(SelectIndexHandler):
    ++   """Handles targeting a single enemy. Only the enemy selected will be affected."""
    +
    ++   def __init__(
    ++       self, engine: Engine, callback: Callable[[Tuple[int, int]], Optional[Action]]
    ++   ):
    ++       super().__init__(engine)
    +
    ++       self.callback = callback
    +
    ++   def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    ++       return self.callback((x, y))
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    ...
    +
    + +
    +
    + +
    from __future__ import annotations
    +
    +from typing import Optional, TYPE_CHECKING
    +from typing import Callable, Optional, Tuple, TYPE_CHECKING
    +
    +import tcod
    +...
    +
    +
    +class LookHandler(SelectIndexHandler):
    +    ...
    +
    +
    +class SingleRangedAttackHandler(SelectIndexHandler):
    +    """Handles targeting a single enemy. Only the enemy selected will be affected."""
    +
    +    def __init__(
    +        self, engine: Engine, callback: Callable[[Tuple[int, int]], Optional[Action]]
    +    ):
    +        super().__init__(engine)
    +
    +        self.callback = callback
    +
    +    def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    +        return self.callback((x, y))
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    ...
    + +
    + +
    + +

    SingleRangedAttackHandler doesn’t do much, except define a callback function that activates when the user selects a target. callback can be any function with a Tuple of two integers (x and y coordinates), so SingleRangedAttackHandler can be used for any scroll or ranged attack that targets one location.

    +

    So what do we pass as the callback? Let’s define that now, in consumable.py. We’ll add the component that causes the confusion effect, called ConfusionConsumable. It looks like this:

    +
    + + + + +
    + +
    ...
    +import color
    ++import components.ai
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    ++from input_handlers import SingleRangedAttackHandler
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +    def consume(self, consumer: Actor) -> None:
    +        raise NotImplementedError()
    +
    +
    ++class ConfusionConsumable(Consumable):
    ++   def __init__(self, number_of_turns: int):
    ++       self.number_of_turns = number_of_turns
    +
    ++   def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    ++       self.engine.message_log.add_message(
    ++           "Select a target location.", color.needs_target
    ++       )
    ++       self.engine.event_handler = SingleRangedAttackHandler(
    ++           self.engine,
    ++           callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    ++       )
    ++       return None
    +
    ++   def activate(self, action: actions.ItemAction) -> None:
    ++       consumer = action.entity
    ++       target = action.target_actor
    +
    ++       if not self.engine.game_map.visible[action.target_xy]:
    ++           raise Impossible("You cannot target an area that you cannot see.")
    ++       if not target:
    ++           raise Impossible("You must select an enemy to target.")
    ++       if target is consumer:
    ++           raise Impossible("You cannot confuse yourself!")
    +
    ++       self.engine.message_log.add_message(
    ++           f"The eyes of the {target.name} look vacant, as it starts to stumble around!",
    ++           color.status_effect_applied,
    ++       )
    ++       target.ai = components.ai.ConfusedEnemy(
    ++           entity=target, previous_ai=target.ai, turns_remaining=self.number_of_turns,
    ++       )
    ++       self.consume()
    +
    +
    +class HealingConsumable(Consumable):
    +    ...
    +
    + +
    +
    + +
    ...
    +import color
    +import components.ai
    +from components.base_component import BaseComponent
    +from exceptions import Impossible
    +from input_handlers import SingleRangedAttackHandler
    +
    +if TYPE_CHECKING:
    +    from entity import Actor, Item
    +
    +
    +class Consumable(BaseComponent):
    +    parent: Item
    +
    +    def consume(self, consumer: Actor) -> None:
    +        raise NotImplementedError()
    +
    +
    +class ConfusionConsumable(Consumable):
    +    def __init__(self, number_of_turns: int):
    +        self.number_of_turns = number_of_turns
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +        self.engine.message_log.add_message(
    +            "Select a target location.", color.needs_target
    +        )
    +        self.engine.event_handler = SingleRangedAttackHandler(
    +            self.engine,
    +            callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    +        )
    +        return None
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        consumer = action.entity
    +        target = action.target_actor
    +
    +        if not self.engine.game_map.visible[action.target_xy]:
    +            raise Impossible("You cannot target an area that you cannot see.")
    +        if not target:
    +            raise Impossible("You must select an enemy to target.")
    +        if target is consumer:
    +            raise Impossible("You cannot confuse yourself!")
    +
    +        self.engine.message_log.add_message(
    +            f"The eyes of the {target.name} look vacant, as it starts to stumble around!",
    +            color.status_effect_applied,
    +        )
    +        target.ai = components.ai.ConfusedEnemy(
    +            entity=target, previous_ai=target.ai, turns_remaining=self.number_of_turns,
    +        )
    +        self.consume()
    +
    +
    +class HealingConsumable(Consumable):
    +    ...
    + +
    + +
    + +

    ConfusionConsumable takes one argument in __init__, which is number_of_turns. As you might have guessed, this represents the number of turns that the confusion effect lasts for.

    +

    get_action will ask the player to select a target location, and switch the game’s event handler to SingleRangedAttackHandler. The callback is a lambda + function (an anonymous, inline function), which takes “xy” as a +parameter. “xy” will be the coordinates of the target. The lambda +function executes ItemAction, which receives the consumer, the parent (the item), and the “xy” coordinates.

    +

    activate is what happens when the player selects a target. First, we get the actor at the location, and make sure that the target is,

    +
      +
    1. In sight
    2. +
    3. A valid actor
    4. +
    5. Not the player
    6. +
    +

    If all those things are true, then we apply the ConfusedEnemy AI to that target, and consume the scroll.

    +

    With the consumable component in place, we can add confusion_scroll to entity_factories.py:

    +
    + + + + +
    + +
    troll = Actor(
    +    ...
    +)
    +
    ++confusion_scroll = Item(
    ++   char="~",
    ++   color=(207, 63, 255),
    ++   name="Confusion Scroll",
    ++   consumable=consumable.ConfusionConsumable(number_of_turns=10),
    ++)
    +health_potion = Item(
    +    ...
    +
    + +
    +
    + +
    troll = Actor(
    +    ...
    +)
    +
    +confusion_scroll = Item(
    +    char="~",
    +    color=(207, 63, 255),
    +    name="Confusion Scroll",
    +    consumable=consumable.ConfusionConsumable(number_of_turns=10),
    +)
    +health_potion = Item(
    +    ...
    + +
    + +
    + +

    Now that we can create confusion scrolls, let’s add some to the map. Open up procgen.py and adjust the part that places items to look like this:

    +
    + + + + +
    + +
                ...
    +            if item_chance < 0.7:
    +                entity_factories.health_potion.spawn(dungeon, x, y)
    ++           elif item_chance < 0.9:
    ++               entity_factories.confusion_scroll.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.lightning_scroll.spawn(dungeon, x, y)
    +
    + +
    +
    + +
                ...
    +            if item_chance < 0.7:
    +                entity_factories.health_potion.spawn(dungeon, x, y)
    +            elif item_chance < 0.9:
    +                entity_factories.confusion_scroll.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.lightning_scroll.spawn(dungeon, x, y)
    + +
    + +
    + +

    Feel free to adjust these percentage values however you see fit. To +test out your confusion scrolls, you might want to mess with the numbers + here.

    +

    Run the project now, and cast some confusion on your enemies!

    +

    Part 9 - Confusion Scrolls

    +

    So we currently have two types of ranged spells to use: One that +targets the nearest enemy automatically, and one that asks for a target. + We’ll finish this chapter by implementing a third type: One that asks +for a target, but affects everything within a certain radius of that +target. I’m talking, of course, about an exploding fireball spell!

    +

    To implement our fireball, we’ll need a new event handler. SingleRangedAttackHandler isn’t quite enough, because it targets one enemy actor and nothing else. For our fireball, we want to select an area + to hit which can include multiple targets, and might even burn the +player! It’s not actually necessary that the cursor be on an enemy +either; the fireball can be offset to catch multiple enemies in its +blast radius.

    +

    So, with that in mind, let’s implement a new event handler, which will handle area of effect attacks. We can call it AreaRangedAttackHandler, and define it like this:

    +
    + + + + +
    + +
    class SingleRangedAttackHandler(SelectIndexHandler):
    +    ...
    +
    +
    ++class AreaRangedAttackHandler(SelectIndexHandler):
    ++   """Handles targeting an area within a given radius. Any entity within the area will be affected."""
    +
    ++   def __init__(
    ++       self,
    ++       engine: Engine,
    ++       radius: int,
    ++       callback: Callable[[Tuple[int, int]], Optional[Action]],
    ++   ):
    ++       super().__init__(engine)
    +
    ++       self.radius = radius
    ++       self.callback = callback
    +
    ++   def on_render(self, console: tcod.Console) -> None:
    ++       """Highlight the tile under the cursor."""
    ++       super().on_render(console)
    +
    ++       x, y = self.engine.mouse_location
    +
    ++       # Draw a rectangle around the targeted area, so the player can see the affected tiles.
    ++       console.draw_frame(
    ++           x=x - self.radius - 1,
    ++           y=y - self.radius - 1,
    ++           width=self.radius ** 2,
    ++           height=self.radius ** 2,
    ++           fg=color.red,
    ++           clear=False,
    ++       )
    +
    ++   def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    ++       return self.callback((x, y))
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    ...
    +
    + +
    +
    + +
    class SingleRangedAttackHandler(SelectIndexHandler):
    +    ...
    +
    +
    +class AreaRangedAttackHandler(SelectIndexHandler):
    +    """Handles targeting an area within a given radius. Any entity within the area will be affected."""
    +
    +    def __init__(
    +        self,
    +        engine: Engine,
    +        radius: int,
    +        callback: Callable[[Tuple[int, int]], Optional[Action]],
    +    ):
    +        super().__init__(engine)
    +
    +        self.radius = radius
    +        self.callback = callback
    +
    +    def on_render(self, console: tcod.Console) -> None:
    +        """Highlight the tile under the cursor."""
    +        super().on_render(console)
    +
    +        x, y = self.engine.mouse_location
    +
    +        # Draw a rectangle around the targeted area, so the player can see the affected tiles.
    +        console.draw_frame(
    +            x=x - self.radius - 1,
    +            y=y - self.radius - 1,
    +            width=self.radius ** 2,
    +            height=self.radius ** 2,
    +            fg=color.red,
    +            clear=False,
    +        )
    +
    +    def on_index_selected(self, x: int, y: int) -> Optional[Action]:
    +        return self.callback((x, y))
    +
    +
    +class MainGameEventHandler(EventHandler):
    +    ...
    + +
    + +
    + +

    AreaRangedAttackHandler takes a callback, like SingleRangedAttackHandler, but also defies a radius, which tells us how large the area of effect will be.

    +

    on_render highlights the cursor, but also draws a +“frame” (an empty rectangle) around the area we’ll be targeting. This +will help the player determine which area will be in the blast.

    +

    on_index_selected is the same as the one we defined for SingleRangedAttackHandler.

    +

    To do the damage, we’ll need to implement the Consumable class for the fireball scroll. Open up consumable.py and add this class:

    +
    + + + + +
    + +
    ...
    +from exceptions import Impossible
    +-from input_handlers import SingleRangedAttackHandler
    ++from input_handlers import AreaRangedAttackHandler, SingleRangedAttackHandler
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +
    +class HealingConsumable(Consumable):
    +    ...
    +
    +
    ++class FireballDamageConsumable(Consumable):
    ++   def __init__(self, damage: int, radius: int):
    ++       self.damage = damage
    ++       self.radius = radius
    +
    ++   def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    ++       self.engine.message_log.add_message(
    ++           "Select a target location.", color.needs_target
    ++       )
    ++       self.engine.event_handler = AreaRangedAttackHandler(
    ++           self.engine,
    ++           radius=self.radius,
    ++           callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    ++       )
    ++       return None
    +
    ++   def activate(self, action: actions.ItemAction) -> None:
    ++       target_xy = action.target_xy
    +
    ++       if not self.engine.game_map.visible[target_xy]:
    ++           raise Impossible("You cannot target an area that you cannot see.")
    +
    ++       targets_hit = False
    ++       for actor in self.engine.game_map.actors:
    ++           if actor.distance(*target_xy) <= self.radius:
    ++               self.engine.message_log.add_message(
    ++                   f"The {actor.name} is engulfed in a fiery explosion, taking {self.damage} damage!"
    ++               )
    ++               actor.fighter.take_damage(self.damage)
    ++               targets_hit = True
    +
    ++       if not targets_hit:
    ++           raise Impossible("There are no targets in the radius.")
    ++       self.consume()
    +
    +
    +class LightningDamageConsumable(Consumable):
    +    ...
    +
    + +
    +
    + +
    ...
    +from exceptions import Impossible
    +from input_handlers import SingleRangedAttackHandler
    +from input_handlers import AreaRangedAttackHandler, SingleRangedAttackHandler
    +
    +if TYPE_CHECKING:
    +    ...
    +
    +
    +class HealingConsumable(Consumable):
    +    ...
    +
    +
    +class FireballDamageConsumable(Consumable):
    +    def __init__(self, damage: int, radius: int):
    +        self.damage = damage
    +        self.radius = radius
    +
    +    def get_action(self, consumer: Actor) -> Optional[actions.Action]:
    +        self.engine.message_log.add_message(
    +            "Select a target location.", color.needs_target
    +        )
    +        self.engine.event_handler = AreaRangedAttackHandler(
    +            self.engine,
    +            radius=self.radius,
    +            callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
    +        )
    +        return None
    +
    +    def activate(self, action: actions.ItemAction) -> None:
    +        target_xy = action.target_xy
    +
    +        if not self.engine.game_map.visible[target_xy]:
    +            raise Impossible("You cannot target an area that you cannot see.")
    +
    +        targets_hit = False
    +        for actor in self.engine.game_map.actors:
    +            if actor.distance(*target_xy) <= self.radius:
    +                self.engine.message_log.add_message(
    +                    f"The {actor.name} is engulfed in a fiery explosion, taking {self.damage} damage!"
    +                )
    +                actor.fighter.take_damage(self.damage)
    +                targets_hit = True
    +
    +        if not targets_hit:
    +            raise Impossible("There are no targets in the radius.")
    +        self.consume()
    +
    +
    +class LightningDamageConsumable(Consumable):
    +    ...
    + +
    + +
    + +

    FireballDamageConsumable takes damage and radius as arguments in __init__, which shouldn’t be too surprising.

    +

    get_action, similar to the confusion scroll, asks the user to select a target, and switches the event handler, this time to AreaRangedAttackHandler. The callback is once again a lambda function, which is similar to how we handled the confusion scroll.

    +

    activate gets the target location, and ensures that it +is within the line of sight. It then checks for entities within the +radius, damaging any that are close enough to hit (take note, there’s no + exception for the player, so you can get blasted by your own +fireball!). If no enemies were hit at all, the Impossible +exception is raised, and the scroll isn’t consumed, as it would probably + be frustrating to waste a scroll on something like a misclick. Assuming + at least one entity was damaged, the scroll is consumed.

    +

    Let’s add the new fireball scroll to entity_factories.py so we can put it to use:

    +
    + + + + +
    + +
    confusion_scroll = Item(
    +    ...
    +)
    ++fireball_scroll = Item(
    ++   char="~",
    ++   color=(255, 0, 0),
    ++   name="Fireball Scroll",
    ++   consumable=consumable.FireballDamageConsumable(damage=12, radius=3),
    ++)
    +health_potion = Item(
    +    ...
    +
    + +
    +
    + +
    confusion_scroll = Item(
    +    ...
    +)
    +fireball_scroll = Item(
    +    char="~",
    +    color=(255, 0, 0),
    +    name="Fireball Scroll",
    +    consumable=consumable.FireballDamageConsumable(damage=12, radius=3),
    +)
    +health_potion = Item(
    +    ...
    + +
    + +
    + +

    Finally, let’s add it to procgen.py so it will show up:

    +
    + + + + +
    + +
                if item_chance < 0.7:
    +                entity_factories.health_potion.spawn(dungeon, x, y)
    ++           elif item_chance < 0.8:
    ++               entity_factories.fireball_scroll.spawn(dungeon, x, y)
    +            elif item_chance < 0.9:
    +                entity_factories.confusion_scroll.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.lightning_scroll.spawn(dungeon, x, y)
    +
    + +
    +
    + +
                if item_chance < 0.7:
    +                entity_factories.health_potion.spawn(dungeon, x, y)
    +            elif item_chance < 0.8:
    +                entity_factories.fireball_scroll.spawn(dungeon, x, y)
    +            elif item_chance < 0.9:
    +                entity_factories.confusion_scroll.spawn(dungeon, x, y)
    +            else:
    +                entity_factories.lightning_scroll.spawn(dungeon, x, y)
    + +
    + +
    + +

    Run the project now, and blast away your enemies!

    +

    Part 9 - Fireball Targeting

    +

    With that, we’ve now got three different types of scrolls, and four +types of consumables overall! With the event handlers that are in place, + it should be fairly simple to add more types of consumables, if you +wish. Feel free to experiment with different types of attacks, and add +variety to your game.

    +

    If you want to see the code so far in its entirety, click here.

    +

    Click here to move on to the next part of this tutorial.

    + +
    +
    + + + +
    + +
    +
    + © + + 2023 + + · + + Powered by Hugo & Coder. + +
    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/roguelike_tutorial/rogueliketutorials.com/Part 9 - Ranged Scrolls and Targeting · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css b/roguelike_tutorial/rogueliketutorials.com/Part 9 - Ranged Scrolls and Targeting · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css new file mode 100644 index 0000000..170f224 --- /dev/null +++ b/roguelike_tutorial/rogueliketutorials.com/Part 9 - Ranged Scrolls and Targeting · Roguelike Tutorials_files/coder-dark.min.78b5fe3864945faf5207fb8fe3ab2320d49c3365def0e.css @@ -0,0 +1 @@ +body.colorscheme-dark{color:#dadada;background-color:#212121}body.colorscheme-dark a{color:#42a5f5}body.colorscheme-dark h1,body.colorscheme-dark h2,body.colorscheme-dark h3,body.colorscheme-dark h4,body.colorscheme-dark h5,body.colorscheme-dark h6{color:#dadada}body.colorscheme-dark 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