revamped a whole bunch of stuff

This commit is contained in:
Bizcochito 2023-03-02 17:51:17 +01:00
parent d4b977abf6
commit f498618f5a
5 changed files with 102 additions and 37 deletions

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@ -9,4 +9,14 @@ class Move:
class Idle:
pass
Action = Move | Idle
@dataclass
class NA:
pass
Action = Move | Idle | NA
action_timing = {
Move: 500,
Idle: 100,
NA: 1
}

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@ -1,5 +1,5 @@
from enum import Enum
from actions import Action, Idle
from actions import Action, Idle, NA
class Entity():
pass
@ -9,7 +9,8 @@ class Item(Entity):
class Character(Entity):
def __init__(self):
self.action: Action = Idle()
self.speed = 1
self.action: Action = NA()
class Player(Character):
def __init__(self):
@ -17,4 +18,7 @@ class Player(Character):
class Enemy(Character):
def __init__(self):
super().__init__()
super().__init__()
def calculate_action(self):
self.action: Action = Idle()

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@ -1,38 +1,60 @@
from enum import Enum
from typing import Tuple
from entity import Character, Entity, Item
class TileType(Enum):
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
"""
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):
return self.items.get((x, y))
def get_creature(self, x, y):
return self.pos_creatures.get((x, y))
def get_creature_position(self, creature: Character):
return self.creatures_pos.get(creature)
def add_item(self, x, y, item: Item):
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:
if (x, y) in self.pos_creatures:
return False
else:
self.pos_creatures[(x, y)] = creature
self.creatures_pos[creature] = (x, y)
return True
def pop_creature_pos(self, x, y) -> Character | 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:
if creature in self.creatures_pos:
pos = self.creatures_pos.pop(creature)
self.pos_creatures.pop(pos)
return pos
class Floor:
def __init__(self, width, height):
self.width = width
self.height = height
self.grid = [[TileType.AIR] * height] * width
self.entities = {
Character: {},
Item: {}
}
self.entities = EntityMap()
def get_tile(self, x, y):
return self.grid[x][y]
def add_entity(self, x, y, entity: Entity) -> bool:
if isinstance(entity, Character):
if (x, y) in self.entities[Character]:
return False
else:
self.entities[Character][(x, y)] = entity
return True
elif isinstance(entity, Item):
if (x, y) not in self.entities[Item]:
self.entities[Item][(x,y)] = []
self.entities[Item][(x,y)].append(entity)
return True
else:
return False
def pop_character(self, x, y) -> Character | None:
if (x, y) in self.entities[Character]:
return self.entities[Character].pop((x, y))

49
game.py
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@ -1,5 +1,5 @@
from terminal import Terminal
from entity import Character, Player, Item
from entity import Character, Player, Item, Enemy
from actions import *
from floor import Floor, TileType
@ -15,16 +15,32 @@ class Game:
self.player = Player()
self.floor = Floor(20, 10)
self.should_exit = False
self.ticks = 0
self.schedule = {}
def run(self):
"""
Runs the game
"""
self.floor.add_entity(3, 3, self.player)
self.instance_character(3, 3, self.player)
while not self.should_exit:
self.render()
self.get_event()
self.step()
self.ticks += 1
def instance_character(self, x, y, character: Character):
self.floor.entities.add_creature(x, y, character)
self.reschedule(character)
def reschedule(self, character: Character):
"""
Calculates turns for the next avaliable ticks untill player turn
"""
time = (action_timing[character.action.__class__] // character.speed) + self.ticks
if self.schedule.get(time):
self.schedule[time].append(character)
else:
self.schedule[time] = [character]
def render(self):
"""
@ -32,21 +48,34 @@ class Game:
"""
for x in range(self.floor.width):
for y in range(self.floor.height):
if (x, y) in self.floor.entities[Character]:
if (x, y) in self.floor.entities.pos_creatures:
self.term.put_char(x, y, TEXTURES[Player])
elif (x, y) in self.floor.entities[Item]:
elif (x, y) in self.floor.entities.items:
self.term.put_char(x, y, 'i')
else:
self.term.put_char(x, y, TEXTURES[self.floor.get_tile(x, y)])
def step(self):
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.schedule.pop(self.ticks)
def perform(self, character: Character):
"""
Performs a turn in the game
Performs an action for a creature
"""
for (pos, character) in dict(self.floor.entities[Character]).items():
if isinstance(character.action, Move):
character = self.floor.entities[Character].pop(pos)
self.floor.add_entity(pos[0] + character.action.x, pos[1] + character.action.y, character)
if isinstance(character.action, Move):
pos = self.floor.entities.pop_creature_ref(character)
if pos:
self.floor.entities.add_creature(pos[0] + character.action.x, pos[1] + character.action.y, character)
def get_event(self):
"""

0
log.log Normal file
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