Merge branch 'doors' into 'map_generation'
Doors See merge request ynerant/squirrel-battle!75
This commit is contained in:
commit
b72e41d14d
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@ -2,17 +2,17 @@
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####### #############
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#.H...# #...........#
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#.....# #####...........#
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#.....# #............H..#
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#.....# #...&........H..#
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#.##### #.###...........#
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#.# #.# #...........#
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#.# #.# #############
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#.# #.#
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#.#### #.#
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#....# #.#
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####.###################.#
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####&###################&#
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#.....................# #################
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#.....................# #...............#
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#.....................#######...............#
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#...........................................#
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#.....................&.....&...............#
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#.....................#######...............#
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####################### #################
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@ -82,6 +82,7 @@ TexturePack.ASCII_PACK = TexturePack(
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BOW=')',
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CHEST='□',
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CHESTPLATE='(',
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DOOR='&',
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EAGLE='µ',
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EMPTY=' ',
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EXPLOSION='%',
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@ -124,6 +125,8 @@ TexturePack.SQUIRREL_PACK = TexturePack(
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BOW='🏹',
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CHEST='🧰',
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CHESTPLATE='🦺',
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DOOR=('🚪', curses.COLOR_WHITE, (1000, 1000, 1000),
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curses.COLOR_WHITE, (1000, 1000, 1000)),
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EAGLE='🦅',
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EMPTY=' ',
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EXPLOSION='💥',
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@ -6,7 +6,7 @@ from random import randint
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from typing import Dict, Optional, Tuple
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from .items import Item
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from ..interfaces import FightingEntity, InventoryHolder
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from ..interfaces import FightingEntity, InventoryHolder, Tile
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from ..translations import gettext as _
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@ -152,6 +152,12 @@ class Player(InventoryHolder, FightingEntity):
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return True
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elif entity.is_item():
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entity.hold(self)
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tile = self.map.tiles[y][x]
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if tile == Tile.DOOR and move_if_possible:
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# Open door
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self.map.tiles[y][x] = Tile.FLOOR
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self.map.compute_visibility(y, x, self.vision)
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return super().check_move(y, x, move_if_possible)
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return super().check_move(y, x, move_if_possible)
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def save_state(self) -> dict:
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@ -199,7 +199,9 @@ class Game:
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self.map_index = 0
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return
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while self.map_index >= len(self.maps):
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self.maps.append(broguelike.Generator().run())
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m = broguelike.Generator().run()
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m.logs = self.logs
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self.maps.append(m)
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new_map = self.map
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new_map.floor = self.map_index
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old_map.remove_entity(self.player)
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@ -417,6 +419,7 @@ class Game:
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self.maps = [Map().load_state(map_dict) for map_dict in d["maps"]]
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for i, m in enumerate(self.maps):
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m.floor = i
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m.logs = self.logs
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except KeyError as error:
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self.message = _("Some keys are missing in your save file.\n"
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"Your save seems to be corrupt. It got deleted.")\
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@ -390,6 +390,7 @@ class Tile(Enum):
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WALL = auto()
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FLOOR = auto()
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LADDER = auto()
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DOOR = auto()
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@staticmethod
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def from_ascii_char(ch: str) -> "Tile":
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@ -430,7 +431,7 @@ class Tile(Enum):
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"""
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Is this Tile a wall?
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"""
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return self == Tile.WALL
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return self == Tile.WALL or self == Tile.DOOR
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def is_ladder(self) -> bool:
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"""
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@ -26,9 +26,11 @@ DEFAULT_PARAMS = {
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"spawn_per_region": [1, 2],
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}
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def dist(level, y1, x1, y2, x2):
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def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
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"""
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Compute the minimum walking distance between points (y1, x1) and (y2, x2) on a Tile grid
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Compute the minimum walking distance between points (y1, x1) and (y2, x2)
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on a Tile grid
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"""
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# simple breadth first search
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copy = [[t for t in row] for row in level]
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@ -60,9 +62,9 @@ class Generator:
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room: List[List[Tile]], door_y: int, door_x: int,
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dy: int, dx: int) -> bool:
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"""
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Using point (door_y, door_x) in the room as a reference and placing it
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Using point (door_y, door_x) in the room as a reference and placing it
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over point (y, x) in the level, returns whether or not the room fits
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here
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here
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"""
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lh, lw = len(level), len(level[0])
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rh, rw = len(room), len(room[0])
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@ -93,12 +95,11 @@ class Generator:
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def place_room(level: List[List[Tile]], y: int, x: int,
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room: List[List[Tile]], door_y: int, door_x: int) -> None:
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"""
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Mutates level in place to add the room. Placement is determined by
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Mutates level in place to add the room. Placement is determined by
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making (door_y, door_x) in the room correspond with (y, x) in the level
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"""
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rh, rw = len(room), len(room[0])
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# maybe place Tile.DOOR here instead ?
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level[y][x] = Tile.FLOOR
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level[y][x] = Tile.DOOR
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for ry in range(rh):
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for rx in range(rw):
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if room[ry][rx] == Tile.FLOOR:
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@ -107,11 +108,11 @@ class Generator:
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@staticmethod
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def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
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"""
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Try to add a corridor between two far apart floor tiles, passing
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Try to add a corridor between two far apart floor tiles, passing
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through point (y, x).
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"""
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h, w = len(level), len(level[0])
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if level[y][x] != Tile.EMPTY:
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return False
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@ -129,8 +130,8 @@ class Generator:
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continue
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def verify_sides() -> bool:
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# switching up dy and dx here pivots the axis, so
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# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
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# switching up dy and dx here pivots the axis, so
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# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
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# (y, x), but not on the original axis
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for delta_x, delta_y in [[dy, dx], [-dy, -dx]]:
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for i in range(1, y2 - y1 + x2 - x1):
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@ -195,8 +196,8 @@ class Generator:
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dy: int, dx: int, length: int) -> bool:
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"""
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Tries to build the exit from the room at given coordinates
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Depending on parameter length, it will either attempt to build a
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simple door, or a long corridor. Return value is a boolean
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Depending on parameter length, it will either attempt to build a
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simple door, or a long corridor. Return value is a boolean
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signifying whether or not the exit was successfully built
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"""
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rh, rw = len(room), len(room[0])
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@ -248,15 +249,15 @@ class Generator:
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if room[y][x] == Tile.EMPTY and \
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Generator.build_door(room, y, x, dy, dx, length):
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break
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else:
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return None, None
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else: # pragma: no cover
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return None, None, None, None
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return y + length * dy, x + length * dx, dy, dx
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def create_circular_room(self, spawnable: bool = True) \
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-> Tuple[List[List[Tile]], int, int, int, int]:
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"""
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Create and return as a tile grid a room that is circular in shape, and
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Create and return as a tile grid a room that is circular in shape, and
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may have a center, also circular hole
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Also return door info so we know how to place the room in the level
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"""
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@ -299,7 +300,7 @@ class Generator:
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def create_random_room(self, spawnable: bool = True) \
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-> Tuple[List[list], int, int, int, int]:
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"""
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Randomly select a room shape and return one such room along with its
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Randomly select a room shape and return one such room along with its
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door info. Set spawnable to False is the room should be marked as a
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potential spawning region on the map
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"""
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@ -320,12 +321,12 @@ class Generator:
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def update_spawnable(self, y: int, x: int) -> None:
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"""
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Convert previous spawn positions relative to the room grid to actual
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actual spawn positions on the level grid, using the position of the
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top left corner of the room on the level, then log them as a
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actual spawn positions on the level grid, using the position of the
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top left corner of the room on the level, then log them as a
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spawnable region
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"""
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if self.queued_area != None:
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translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area]
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if self.queued_area is not None:
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translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
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self.spawn_areas.append(translated_area)
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self.queued_area = None
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Populate every spawnable area with some randomly chosen, randomly
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placed entity
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"""
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if self.queued_area is not None:
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translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
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self.spawn_areas.append(translated_area)
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self.queued_area = None
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min_c, max_c = self.params["spawn_per_region"]
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for region in self.spawn_areas:
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entity_count = randint(min_c, max_c)
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@ -134,13 +134,13 @@ class TestEntities(unittest.TestCase):
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self.map.remove_entity(entity2)
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# Test following the player and finding the player as target
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self.player.move(5, 5)
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fam.move(4, 5)
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self.player.move(6, 5)
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fam.move(5, 5)
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fam.target = None
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self.player.move_down()
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self.map.tick(self.player)
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self.assertTrue(fam.target == self.player)
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self.assertEqual(fam.y, 5)
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self.assertEqual(fam.y, 6)
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self.assertEqual(fam.x, 5)
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# Test random move
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@ -728,6 +728,7 @@ class TestGame(unittest.TestCase):
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self.game.player.inventory.clear()
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ring = RingCritical()
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ring.hold(self.game.player)
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self.game.display_actions(DisplayActions.REFRESH)
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old_critical = self.game.player.critical
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self.game.handle_key_pressed(KeyValues.EQUIP)
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self.assertEqual(self.game.player.critical,
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# Exit the menu
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self.game.handle_key_pressed(KeyValues.SPACE)
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self.assertEqual(self.game.state, GameMode.PLAY)
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def test_doors(self) -> None:
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"""
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Check that the user can open doors.
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"""
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self.game.state = GameMode.PLAY
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self.game.player.move(9, 8)
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self.assertEqual(self.game.map.tiles[10][8], Tile.DOOR)
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# Open door
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self.game.handle_key_pressed(KeyValues.DOWN)
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self.assertEqual(self.game.map.tiles[10][8], Tile.FLOOR)
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self.assertEqual(self.game.player.y, 10)
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self.assertEqual(self.game.player.x, 8)
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self.game.display_actions(DisplayActions.REFRESH)
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@ -26,16 +26,17 @@ class TestBroguelike(unittest.TestCase):
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def is_connex(self, grid: List[List[Tile]]) -> bool:
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h, w = len(grid), len(grid[0])
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y, x = randint(0, h - 1), randint(0, w - 1)
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while not (grid[y][x].can_walk()):
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y, x = -1, -1
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while not grid[y][x].can_walk():
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y, x = randint(0, h - 1), randint(0, w - 1)
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queue = Map.neighbourhood(grid, y, x)
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while queue:
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y, x = queue.pop()
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if grid[y][x].can_walk():
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if grid[y][x].can_walk() or grid[y][x] == Tile.DOOR:
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grid[y][x] = Tile.WALL
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queue += Map.neighbourhood(grid, y, x)
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return not any([t.can_walk() for row in grid for t in row])
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return not any([t.can_walk() or t == Tile.DOOR
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for row in grid for t in row])
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def test_build_doors(self) -> None:
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m = self.stom(". .\n. .\n. .\n")
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