Doors #156
|
@ -2,17 +2,17 @@
|
|||
####### #############
|
||||
#.H...# #...........#
|
||||
#.....# #####...........#
|
||||
#.....# #............H..#
|
||||
#.....# #...&........H..#
|
||||
#.##### #.###...........#
|
||||
#.# #.# #...........#
|
||||
#.# #.# #############
|
||||
#.# #.#
|
||||
#.#### #.#
|
||||
#....# #.#
|
||||
####.###################.#
|
||||
####&###################&#
|
||||
#.....................# #################
|
||||
#.....................# #...............#
|
||||
#.....................#######...............#
|
||||
#...........................................#
|
||||
#.....................&.....&...............#
|
||||
#.....................#######...............#
|
||||
####################### #################
|
||||
|
|
|
@ -82,6 +82,7 @@ TexturePack.ASCII_PACK = TexturePack(
|
|||
BOW=')',
|
||||
CHEST='□',
|
||||
CHESTPLATE='(',
|
||||
DOOR='&',
|
||||
EAGLE='µ',
|
||||
EMPTY=' ',
|
||||
EXPLOSION='%',
|
||||
|
@ -124,6 +125,8 @@ TexturePack.SQUIRREL_PACK = TexturePack(
|
|||
BOW='🏹',
|
||||
CHEST='🧰',
|
||||
CHESTPLATE='🦺',
|
||||
DOOR=('🚪', curses.COLOR_WHITE, (1000, 1000, 1000),
|
||||
curses.COLOR_WHITE, (1000, 1000, 1000)),
|
||||
EAGLE='🦅',
|
||||
EMPTY=' ',
|
||||
EXPLOSION='💥',
|
||||
|
|
|
@ -6,7 +6,7 @@ from random import randint
|
|||
from typing import Dict, Optional, Tuple
|
||||
|
||||
from .items import Item
|
||||
from ..interfaces import FightingEntity, InventoryHolder
|
||||
from ..interfaces import FightingEntity, InventoryHolder, Tile
|
||||
from ..translations import gettext as _
|
||||
|
||||
|
||||
|
@ -152,6 +152,12 @@ class Player(InventoryHolder, FightingEntity):
|
|||
return True
|
||||
elif entity.is_item():
|
||||
entity.hold(self)
|
||||
tile = self.map.tiles[y][x]
|
||||
if tile == Tile.DOOR and move_if_possible:
|
||||
# Open door
|
||||
self.map.tiles[y][x] = Tile.FLOOR
|
||||
self.map.compute_visibility(y, x, self.vision)
|
||||
return super().check_move(y, x, move_if_possible)
|
||||
return super().check_move(y, x, move_if_possible)
|
||||
|
||||
def save_state(self) -> dict:
|
||||
|
|
|
@ -199,7 +199,9 @@ class Game:
|
|||
self.map_index = 0
|
||||
return
|
||||
while self.map_index >= len(self.maps):
|
||||
self.maps.append(broguelike.Generator().run())
|
||||
m = broguelike.Generator().run()
|
||||
m.logs = self.logs
|
||||
self.maps.append(m)
|
||||
new_map = self.map
|
||||
new_map.floor = self.map_index
|
||||
old_map.remove_entity(self.player)
|
||||
|
@ -417,6 +419,7 @@ class Game:
|
|||
self.maps = [Map().load_state(map_dict) for map_dict in d["maps"]]
|
||||
for i, m in enumerate(self.maps):
|
||||
m.floor = i
|
||||
m.logs = self.logs
|
||||
except KeyError as error:
|
||||
self.message = _("Some keys are missing in your save file.\n"
|
||||
"Your save seems to be corrupt. It got deleted.")\
|
||||
|
|
|
@ -390,6 +390,7 @@ class Tile(Enum):
|
|||
WALL = auto()
|
||||
FLOOR = auto()
|
||||
LADDER = auto()
|
||||
DOOR = auto()
|
||||
|
||||
@staticmethod
|
||||
def from_ascii_char(ch: str) -> "Tile":
|
||||
|
@ -430,7 +431,7 @@ class Tile(Enum):
|
|||
"""
|
||||
Is this Tile a wall?
|
||||
"""
|
||||
return self == Tile.WALL
|
||||
return self == Tile.WALL or self == Tile.DOOR
|
||||
|
||||
def is_ladder(self) -> bool:
|
||||
"""
|
||||
|
|
|
@ -26,9 +26,11 @@ DEFAULT_PARAMS = {
|
|||
"spawn_per_region": [1, 2],
|
||||
}
|
||||
|
||||
def dist(level, y1, x1, y2, x2):
|
||||
|
||||
def dist(level: List[List[Tile]], y1: int, x1: int, y2: int, x2: int) -> int:
|
||||
"""
|
||||
Compute the minimum walking distance between points (y1, x1) and (y2, x2) on a Tile grid
|
||||
Compute the minimum walking distance between points (y1, x1) and (y2, x2)
|
||||
on a Tile grid
|
||||
"""
|
||||
# simple breadth first search
|
||||
copy = [[t for t in row] for row in level]
|
||||
|
@ -60,9 +62,9 @@ class Generator:
|
|||
room: List[List[Tile]], door_y: int, door_x: int,
|
||||
dy: int, dx: int) -> bool:
|
||||
"""
|
||||
Using point (door_y, door_x) in the room as a reference and placing it
|
||||
Using point (door_y, door_x) in the room as a reference and placing it
|
||||
over point (y, x) in the level, returns whether or not the room fits
|
||||
here
|
||||
here
|
||||
"""
|
||||
lh, lw = len(level), len(level[0])
|
||||
rh, rw = len(room), len(room[0])
|
||||
|
@ -93,12 +95,11 @@ class Generator:
|
|||
def place_room(level: List[List[Tile]], y: int, x: int,
|
||||
room: List[List[Tile]], door_y: int, door_x: int) -> None:
|
||||
"""
|
||||
Mutates level in place to add the room. Placement is determined by
|
||||
Mutates level in place to add the room. Placement is determined by
|
||||
making (door_y, door_x) in the room correspond with (y, x) in the level
|
||||
"""
|
||||
rh, rw = len(room), len(room[0])
|
||||
# maybe place Tile.DOOR here instead ?
|
||||
level[y][x] = Tile.FLOOR
|
||||
level[y][x] = Tile.DOOR
|
||||
for ry in range(rh):
|
||||
for rx in range(rw):
|
||||
if room[ry][rx] == Tile.FLOOR:
|
||||
|
@ -107,11 +108,11 @@ class Generator:
|
|||
@staticmethod
|
||||
def add_loop(level: List[List[Tile]], y: int, x: int) -> bool:
|
||||
"""
|
||||
Try to add a corridor between two far apart floor tiles, passing
|
||||
Try to add a corridor between two far apart floor tiles, passing
|
||||
through point (y, x).
|
||||
"""
|
||||
h, w = len(level), len(level[0])
|
||||
|
||||
|
||||
if level[y][x] != Tile.EMPTY:
|
||||
return False
|
||||
|
||||
|
@ -129,8 +130,8 @@ class Generator:
|
|||
continue
|
||||
|
||||
def verify_sides() -> bool:
|
||||
# switching up dy and dx here pivots the axis, so
|
||||
# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
|
||||
# switching up dy and dx here pivots the axis, so
|
||||
# (y+dx, x+dy) and (y-dx, x-dy) are the tiles adjacent to
|
||||
# (y, x), but not on the original axis
|
||||
for delta_x, delta_y in [[dy, dx], [-dy, -dx]]:
|
||||
for i in range(1, y2 - y1 + x2 - x1):
|
||||
|
@ -195,8 +196,8 @@ class Generator:
|
|||
dy: int, dx: int, length: int) -> bool:
|
||||
"""
|
||||
Tries to build the exit from the room at given coordinates
|
||||
Depending on parameter length, it will either attempt to build a
|
||||
simple door, or a long corridor. Return value is a boolean
|
||||
Depending on parameter length, it will either attempt to build a
|
||||
simple door, or a long corridor. Return value is a boolean
|
||||
signifying whether or not the exit was successfully built
|
||||
"""
|
||||
rh, rw = len(room), len(room[0])
|
||||
|
@ -248,15 +249,15 @@ class Generator:
|
|||
if room[y][x] == Tile.EMPTY and \
|
||||
Generator.build_door(room, y, x, dy, dx, length):
|
||||
break
|
||||
else:
|
||||
return None, None
|
||||
else: # pragma: no cover
|
||||
return None, None, None, None
|
||||
|
||||
return y + length * dy, x + length * dx, dy, dx
|
||||
|
||||
def create_circular_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[List[Tile]], int, int, int, int]:
|
||||
"""
|
||||
Create and return as a tile grid a room that is circular in shape, and
|
||||
Create and return as a tile grid a room that is circular in shape, and
|
||||
may have a center, also circular hole
|
||||
Also return door info so we know how to place the room in the level
|
||||
"""
|
||||
|
@ -299,7 +300,7 @@ class Generator:
|
|||
def create_random_room(self, spawnable: bool = True) \
|
||||
-> Tuple[List[list], int, int, int, int]:
|
||||
"""
|
||||
Randomly select a room shape and return one such room along with its
|
||||
Randomly select a room shape and return one such room along with its
|
||||
door info. Set spawnable to False is the room should be marked as a
|
||||
potential spawning region on the map
|
||||
"""
|
||||
|
@ -320,12 +321,12 @@ class Generator:
|
|||
def update_spawnable(self, y: int, x: int) -> None:
|
||||
"""
|
||||
Convert previous spawn positions relative to the room grid to actual
|
||||
actual spawn positions on the level grid, using the position of the
|
||||
top left corner of the room on the level, then log them as a
|
||||
actual spawn positions on the level grid, using the position of the
|
||||
top left corner of the room on the level, then log them as a
|
||||
spawnable region
|
||||
"""
|
||||
if self.queued_area != None:
|
||||
translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area]
|
||||
if self.queued_area is not None:
|
||||
translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
|
||||
self.spawn_areas.append(translated_area)
|
||||
self.queued_area = None
|
||||
|
||||
|
@ -334,11 +335,6 @@ class Generator:
|
|||
Populate every spawnable area with some randomly chosen, randomly
|
||||
placed entity
|
||||
"""
|
||||
if self.queued_area is not None:
|
||||
translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
|
||||
self.spawn_areas.append(translated_area)
|
||||
self.queued_area = None
|
||||
|
||||
min_c, max_c = self.params["spawn_per_region"]
|
||||
for region in self.spawn_areas:
|
||||
entity_count = randint(min_c, max_c)
|
||||
|
|
|
@ -134,13 +134,13 @@ class TestEntities(unittest.TestCase):
|
|||
self.map.remove_entity(entity2)
|
||||
|
||||
# Test following the player and finding the player as target
|
||||
self.player.move(5, 5)
|
||||
fam.move(4, 5)
|
||||
self.player.move(6, 5)
|
||||
fam.move(5, 5)
|
||||
fam.target = None
|
||||
self.player.move_down()
|
||||
self.map.tick(self.player)
|
||||
self.assertTrue(fam.target == self.player)
|
||||
self.assertEqual(fam.y, 5)
|
||||
self.assertEqual(fam.y, 6)
|
||||
self.assertEqual(fam.x, 5)
|
||||
|
||||
# Test random move
|
||||
|
|
|
@ -728,6 +728,7 @@ class TestGame(unittest.TestCase):
|
|||
self.game.player.inventory.clear()
|
||||
ring = RingCritical()
|
||||
ring.hold(self.game.player)
|
||||
self.game.display_actions(DisplayActions.REFRESH)
|
||||
old_critical = self.game.player.critical
|
||||
self.game.handle_key_pressed(KeyValues.EQUIP)
|
||||
self.assertEqual(self.game.player.critical,
|
||||
|
@ -951,3 +952,18 @@ class TestGame(unittest.TestCase):
|
|||
# Exit the menu
|
||||
self.game.handle_key_pressed(KeyValues.SPACE)
|
||||
self.assertEqual(self.game.state, GameMode.PLAY)
|
||||
|
||||
def test_doors(self) -> None:
|
||||
"""
|
||||
Check that the user can open doors.
|
||||
"""
|
||||
self.game.state = GameMode.PLAY
|
||||
|
||||
self.game.player.move(9, 8)
|
||||
self.assertEqual(self.game.map.tiles[10][8], Tile.DOOR)
|
||||
# Open door
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.assertEqual(self.game.map.tiles[10][8], Tile.FLOOR)
|
||||
self.assertEqual(self.game.player.y, 10)
|
||||
self.assertEqual(self.game.player.x, 8)
|
||||
self.game.display_actions(DisplayActions.REFRESH)
|
||||
|
|
|
@ -26,16 +26,17 @@ class TestBroguelike(unittest.TestCase):
|
|||
|
||||
def is_connex(self, grid: List[List[Tile]]) -> bool:
|
||||
h, w = len(grid), len(grid[0])
|
||||
y, x = randint(0, h - 1), randint(0, w - 1)
|
||||
while not (grid[y][x].can_walk()):
|
||||
y, x = -1, -1
|
||||
while not grid[y][x].can_walk():
|
||||
y, x = randint(0, h - 1), randint(0, w - 1)
|
||||
queue = Map.neighbourhood(grid, y, x)
|
||||
while queue:
|
||||
y, x = queue.pop()
|
||||
if grid[y][x].can_walk():
|
||||
if grid[y][x].can_walk() or grid[y][x] == Tile.DOOR:
|
||||
grid[y][x] = Tile.WALL
|
||||
queue += Map.neighbourhood(grid, y, x)
|
||||
return not any([t.can_walk() for row in grid for t in row])
|
||||
return not any([t.can_walk() or t == Tile.DOOR
|
||||
for row in grid for t in row])
|
||||
|
||||
def test_build_doors(self) -> None:
|
||||
m = self.stom(". .\n. .\n. .\n")
|
||||
|
|
Loading…
Reference in New Issue