5.2 KiB
Part 5: Placing Enemies and Fighting Them
Overview
Part 5 brings our dungeon to life with enemies! We add rats and spiders that populate the rooms, implement a combat system with melee attacks, and handle entity death by turning creatures into gravestones.
What's New in Part 5
Actor System
- Actor Class: Extends Entity with combat stats (HP, defense, power)
- Combat Properties: Health tracking, damage calculation, alive status
- Death Handling: Entities become gravestones when killed
Enemy Types
Using our sprite sheet, we have two enemy types:
- Rat (sprite 5): 10 HP, 0 defense, 3 power - Common enemy
- Spider (sprite 4): 16 HP, 1 defense, 4 power - Tougher enemy
Combat System
Bump-to-Attack
When the player tries to move into an enemy:
# In MovementAction.perform()
target = engine.game_map.get_blocking_entity_at(dest_x, dest_y)
if target:
if self.entity == engine.player:
from game.entity import Actor
if isinstance(target, Actor) and target != engine.player:
return MeleeAction(self.entity, self.dx, self.dy).perform(engine)
Damage Calculation
Simple formula with defense reduction:
damage = attacker.power - target.defense
Death System
Dead entities become gravestones:
def die(self) -> None:
"""Handle death by becoming a gravestone."""
self.sprite_index = 6 # Tombstone sprite
self.blocks_movement = False
self.name = f"Grave of {self.name}"
Entity Factories
Factory functions create pre-configured entities:
def rat(x: int, y: int, texture: mcrfpy.Texture) -> Actor:
return Actor(
x=x, y=y,
sprite_id=5, # Rat sprite
texture=texture,
name="Rat",
hp=10, defense=0, power=3,
)
Dungeon Population
Enemies are placed randomly in rooms:
def place_entities(room, dungeon, max_monsters, texture):
number_of_monsters = random.randint(0, max_monsters)
for _ 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):
# 80% rats, 20% spiders
if random.random() < 0.8:
monster = entity_factories.rat(x, y, texture)
else:
monster = entity_factories.spider(x, y, texture)
monster.place(x, y, dungeon)
Key Implementation Details
FOV and Enemy Visibility
Enemies are automatically shown/hidden by the FOV system:
def update_fov(self) -> None:
# Update visibility for all entities
for entity in self.game_map.entities:
entity.update_visibility()
Action System Extension
The action system now handles combat:
- MovementAction: Detects collision, triggers attack
- MeleeAction: New action for melee combat
- Actions remain decoupled from entity logic
Gravestone System
Instead of removing dead entities:
- Sprite changes to tombstone (index 6)
- Name changes to "Grave of [Name]"
- No longer blocks movement
- Remains visible as dungeon decoration
Architecture Notes
Why Actor Extends Entity?
- Maintains entity hierarchy
- Combat stats only for creatures
- Future items/decorations won't have HP
- Clean separation of concerns
Why Factory Functions?
- Centralized entity configuration
- Easy to add new enemy types
- Consistent stat management
- Type-safe entity creation
Combat in Actions
Combat logic lives in actions, not entities:
- Entities store stats
- Actions perform combat
- Clean separation of data and behavior
- Extensible for future combat types
Files Modified
game/entity.py: Added Actor class with combat stats and death handlinggame/entity_factories.py: New module with entity creation functionsgame/actions.py: Added MeleeAction for combatgame/procgen.py: Added enemy placement in roomsgame/engine.py: Updated to use Actor type and handle all entity visibilitymain.py: Updated to use entity factories and Part 5 description
What's Next
Part 6 will enhance the combat experience with:
- Health display UI
- Game over conditions
- Combat messages window
- More strategic combat mechanics
Learning Points
- Entity Specialization: Use inheritance to add features to specific entity types
- Factory Pattern: Centralize object creation for consistency
- State Transformation: Dead entities become decorations, not deletions
- Action Extensions: Combat fits naturally into the action system
- Automatic Systems: FOV handles entity visibility without special code
Running Part 5
cd simple_tcod_tutorial/build
./mcrogueface scripts/main.py
You'll now encounter rats and spiders as you explore! Walk into them to attack. Dead enemies become gravestones that mark your battles.
Sprite Adaptations
Following our sprite sheet (sprite_sheet.md), we made these thematic changes:
- Orcs → Rats (same stats, different sprite)
- Trolls → Spiders (same stats, different sprite)
- Corpses → Gravestones (all use same tombstone sprite)
The gameplay remains identical to the TCOD tutorial, just with different visual theming.