McRogueFace/tests/unit/test_tcod_fov_entities.py

196 lines
6.2 KiB
Python

#!/usr/bin/env python3
"""
Test TCOD Field of View with Two Entities
==========================================
Demonstrates:
1. Grid with obstacles (walls)
2. Two entities at different positions
3. Entity-specific FOV calculation
4. Visual representation of visible/discovered areas
"""
import mcrfpy
from mcrfpy import libtcod
import sys
# Constants
WALL_SPRITE = 219 # Full block character
PLAYER_SPRITE = 64 # @ symbol
ENEMY_SPRITE = 69 # E character
FLOOR_SPRITE = 46 # . period
def setup_scene():
"""Create the demo scene with grid and entities"""
mcrfpy.createScene("fov_demo")
# Create grid
grid = mcrfpy.Grid(0, 0, grid_size=(40, 25))
grid.background_color = mcrfpy.Color(20, 20, 20)
# Initialize all cells as floor
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
cell.walkable = True
cell.transparent = True
cell.tilesprite = FLOOR_SPRITE
cell.color = mcrfpy.Color(50, 50, 50)
# Create walls (horizontal wall)
for x in range(10, 30):
cell = grid.at(x, 10)
cell.walkable = False
cell.transparent = False
cell.tilesprite = WALL_SPRITE
cell.color = mcrfpy.Color(100, 100, 100)
# Create walls (vertical wall)
for y in range(5, 20):
cell = grid.at(20, y)
cell.walkable = False
cell.transparent = False
cell.tilesprite = WALL_SPRITE
cell.color = mcrfpy.Color(100, 100, 100)
# Add door gaps
grid.at(15, 10).walkable = True
grid.at(15, 10).transparent = True
grid.at(15, 10).tilesprite = FLOOR_SPRITE
grid.at(20, 15).walkable = True
grid.at(20, 15).transparent = True
grid.at(20, 15).tilesprite = FLOOR_SPRITE
# Create two entities
player = mcrfpy.Entity(5, 5)
player.sprite = PLAYER_SPRITE
grid.entities.append(player)
enemy = mcrfpy.Entity(35, 20)
enemy.sprite = ENEMY_SPRITE
grid.entities.append(enemy)
# Add grid to scene
ui = mcrfpy.sceneUI("fov_demo")
ui.append(grid)
# Add info text
info = mcrfpy.Caption("TCOD FOV Demo - Blue: Player FOV, Red: Enemy FOV", 10, 430)
info.fill_color = mcrfpy.Color(255, 255, 255)
ui.append(info)
controls = mcrfpy.Caption("Arrow keys: Move player | Q: Quit", 10, 450)
controls.fill_color = mcrfpy.Color(200, 200, 200)
ui.append(controls)
return grid, player, enemy
def update_fov(grid, player, enemy):
"""Update field of view for both entities"""
# Clear all overlays first
for y in range(grid.grid_y):
for x in range(grid.grid_x):
cell = grid.at(x, y)
cell.color_overlay = mcrfpy.Color(0, 0, 0, 200) # Dark by default
# Compute and display player FOV (blue tint)
grid.compute_fov(player.x, player.y, radius=10, algorithm=libtcod.FOV_SHADOW)
for y in range(grid.grid_y):
for x in range(grid.grid_x):
if grid.is_in_fov(x, y):
cell = grid.at(x, y)
cell.color_overlay = mcrfpy.Color(100, 100, 255, 50) # Light blue
# Compute and display enemy FOV (red tint)
grid.compute_fov(enemy.x, enemy.y, radius=8, algorithm=libtcod.FOV_SHADOW)
for y in range(grid.grid_y):
for x in range(grid.grid_x):
if grid.is_in_fov(x, y):
cell = grid.at(x, y)
# Mix colors if both can see
if cell.color_overlay.r > 0 or cell.color_overlay.g > 0 or cell.color_overlay.b > 200:
# Already blue, make purple
cell.color_overlay = mcrfpy.Color(255, 100, 255, 50)
else:
# Just red
cell.color_overlay = mcrfpy.Color(255, 100, 100, 50)
def test_pathfinding(grid, player, enemy):
"""Test pathfinding between entities"""
path = grid.find_path(player.x, player.y, enemy.x, enemy.y)
if path:
print(f"Path found from player to enemy: {len(path)} steps")
# Highlight path
for x, y in path[1:-1]: # Skip start and end
cell = grid.at(x, y)
if cell.walkable:
cell.tile_overlay = 43 # + symbol
else:
print("No path found between player and enemy")
def handle_keypress(scene_name, keycode):
"""Handle keyboard input"""
if keycode == 81 or keycode == 256: # Q or ESC
print("\nExiting FOV demo...")
sys.exit(0)
# Get entities (assumes global access for demo)
if keycode == 265: # UP
if player.y > 0 and grid.at(player.x, player.y - 1).walkable:
player.y -= 1
elif keycode == 264: # DOWN
if player.y < grid.grid_y - 1 and grid.at(player.x, player.y + 1).walkable:
player.y += 1
elif keycode == 263: # LEFT
if player.x > 0 and grid.at(player.x - 1, player.y).walkable:
player.x -= 1
elif keycode == 262: # RIGHT
if player.x < grid.grid_x - 1 and grid.at(player.x + 1, player.y).walkable:
player.x += 1
# Update FOV after movement
update_fov(grid, player, enemy)
test_pathfinding(grid, player, enemy)
# Main execution
print("McRogueFace TCOD FOV Demo")
print("=========================")
print("Testing mcrfpy.libtcod module...")
# Test that libtcod module exists
try:
print(f"libtcod module: {libtcod}")
print(f"FOV constants: FOV_BASIC={libtcod.FOV_BASIC}, FOV_SHADOW={libtcod.FOV_SHADOW}")
except Exception as e:
print(f"ERROR: Could not access libtcod module: {e}")
sys.exit(1)
# Create scene
grid, player, enemy = setup_scene()
# Make these global for keypress handler (demo only)
globals()['grid'] = grid
globals()['player'] = player
globals()['enemy'] = enemy
# Initial FOV calculation
update_fov(grid, player, enemy)
# Test pathfinding
test_pathfinding(grid, player, enemy)
# Test line drawing
line = libtcod.line(player.x, player.y, enemy.x, enemy.y)
print(f"Line from player to enemy: {len(line)} cells")
# Set up input handling
mcrfpy.keypressScene(handle_keypress)
# Show the scene
mcrfpy.setScene("fov_demo")
print("\nFOV demo running. Use arrow keys to move player (@)")
print("Blue areas are visible to player, red to enemy, purple to both")
print("Press Q to quit")