revised some code

This commit is contained in:
Suguivy 2023-03-13 19:46:29 +01:00
parent 5adde7b48d
commit 9fe7846f1b
6 changed files with 73 additions and 53 deletions

2
.gitignore vendored
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@ -1,3 +1,3 @@
log.txt
*.log
ideas.md
__pycache__/

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@ -15,7 +15,7 @@ class NA:
Action = Move | Idle | NA
action_timing = {
ACTION_TIMING = {
Move: 50,
Idle: 10,
NA: 1

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@ -1,4 +1,3 @@
from enum import Enum
from actions import Action, Idle, NA
class Entity():
@ -7,16 +6,16 @@ class Entity():
class Item(Entity):
pass
class Character(Entity):
class Creature(Entity):
def __init__(self):
self.speed = 1
self.action: Action = NA()
class Player(Character):
class Player(Creature):
def __init__(self):
super().__init__()
class Enemy(Character):
class Enemy(Creature):
def __init__(self):
super().__init__()

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@ -1,35 +1,38 @@
from enum import Enum
from typing import Tuple
from entity import Character, Entity, Item
from entity import Creature, Item
class TileType(Enum):
"""
An enum who has the different types of tiles
"""
WALL = 1
AIR = 2
class EntityMap:
"""
Class that stores entities in an special way in order to be able to reach in O(1) the values
A class that stores entities in an special way in order to be able to reach in O(1) the values
"""
def __init__(self):
self.items = {} # K: Position V: List(Item)
self.pos_creatures = {} # K: Position V: Creature
self.creatures_pos = {} # K: Creature V: Position
def get_item(self, x, y):
def get_item(self, x, y) -> Item | None:
return self.items.get((x, y))
def get_creature(self, x, y):
def get_creature(self, x, y) -> Item | None:
return self.pos_creatures.get((x, y))
def get_creature_position(self, creature: Character):
return self.creatures_pos.get(creature)
def get_creature_position(self, creature: Creature) -> Tuple[int, int]:
return self.creatures_pos[creature]
def add_item(self, x, y, item: Item):
def add_item(self, x, y, item: Item) -> None:
if (x, y) not in self.items:
self.items[(x, y)] = []
self.items[(x, y)].append(item)
def add_creature(self, x, y, creature: Character) -> bool:
def add_creature(self, x, y, creature: Creature) -> bool:
if (x, y) in self.pos_creatures:
return False
else:
@ -37,24 +40,27 @@ class EntityMap:
self.creatures_pos[creature] = (x, y)
return True
def pop_creature_pos(self, x, y) -> Character | None:
def pop_creature_pos(self, x, y) -> Creature | None:
if (x, y) in self.pos_creatures:
creature = self.pos_creatures.pop((x, y))
self.creatures_pos.pop(creature)
return creature
def pop_creature_ref(self, creature: Character) -> Tuple[int, int] | None:
def pop_creature_ref(self, creature: Creature) -> Tuple[int, int] | None:
if creature in self.creatures_pos:
pos = self.creatures_pos.pop(creature)
self.pos_creatures.pop(pos)
return pos
class Floor:
"""
A class that represents a specific floor of the dungeon
"""
def __init__(self, width, height):
self.width = width
self.height = height
self.grid = [[TileType.AIR] * height] * width
self.entities = EntityMap()
def get_tile(self, x, y):
def get_tile(self, x, y) -> TileType:
return self.grid[x][y]

87
game.py
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@ -1,7 +1,8 @@
from terminal import Terminal
from entity import Character, Player, Item, Enemy
from entity import Creature, Player, Enemy
from actions import *
from floor import Floor, TileType
import sys
TEXTURES = {
TileType.WALL: '#',
@ -17,34 +18,52 @@ class Game:
self.should_exit = False
self.ticks = 0
self.schedule = {}
self.redirect_io('prints.log', 'errors.log')
def __del__(self):
self.restore_io()
def restore_io(self) -> None:
sys.stdout = self.stdout_original
sys.stderr = self.stderr_original
self.stdout_file.close()
self.stderr_file.close()
def redirect_io(self, stdout_file, stderr_file) -> None:
self.stdout_original = sys.stdout
self.stderr_original = sys.stderr
self.stdout_file = open(stdout_file, 'w')
self.stderr_file = open(stderr_file, 'w')
sys.stdout = self.stdout_file
sys.stderr = self.stderr_file
def run(self):
"""
Runs the game
"""
self.instance_character(3, 3, self.player)
self.instance_creature(3, 3, self.player)
self.render()
while not self.should_exit:
action_was_performed = self.step()
if action_was_performed:
self.step()
if self.action_was_performed:
self.render()
def instance_character(self, x, y, character: Character):
def instance_creature(self, x, y, creature: Creature):
"""
Instances a character in space and time
Instances a creature in space and time
"""
self.floor.entities.add_creature(x, y, character)
self.reschedule(character)
self.floor.entities.add_creature(x, y, creature)
self.reschedule(creature)
def reschedule(self, character: Character):
def reschedule(self, creature: Creature):
"""
Calculates turns for the next avaliable ticks untill player turn
Calculates the ticks in which the creature will perform its next action
"""
time = (action_timing[character.action.__class__] // character.speed) + self.ticks
time = (ACTION_TIMING[creature.action.__class__] // creature.speed) + self.ticks
if self.schedule.get(time):
self.schedule[time].append(character)
self.schedule[time].append(creature)
else:
self.schedule[time] = [character]
self.schedule[time] = [creature]
def render(self):
"""
@ -61,38 +80,34 @@ class Game:
def step(self):
"""
Perfoms a step in the game. Returns True if any creature did an action, and False otherwise
Perfoms a step in the game. Sets the `action_was_performed` attribute accordingly
"""
creaturas = self.schedule.get(self.ticks)
if creaturas:
for creatura in creaturas:
if isinstance(creatura, Player):
self.get_event()
elif isinstance(creatura, Enemy):
creatura.calculate_action()
self.reschedule(creatura)
self.perform(creatura)
self.action_was_performed = False
creatures = self.schedule.get(self.ticks)
if creatures:
for creature in creatures:
if isinstance(creature, Player):
self.input_event()
elif isinstance(creature, Enemy):
creature.calculate_action()
self.reschedule(creature)
self.perform(creature)
self.schedule.pop(self.ticks)
self.ticks += 1
return True
else:
self.ticks += 1
return False
self.action_was_performed = True
self.ticks += 1
def perform(self, character: Character):
def perform(self, creature: Creature):
"""
Performs an action for a creature
"""
if isinstance(character.action, Move):
pos = self.floor.entities.pop_creature_ref(character)
if isinstance(creature.action, Move):
pos = self.floor.entities.pop_creature_ref(creature)
if pos:
self.floor.entities.add_creature(pos[0] + character.action.x, pos[1] + character.action.y, character)
self.floor.entities.add_creature(pos[0] + creature.action.x, pos[1] + creature.action.y, creature)
def get_event(self):
def input_event(self):
"""
Waits for a game event to happen
Waits for a game event to happen, and behaves accordingly
"""
keycode = self.term.get_key()
if keycode == "q":

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