#!/usr/bin/env python from enum import Enum, auto from dungeonbattle.display.texturepack import TexturePack class Map: """ Object that represents a Map with its width, height and the whole tiles, with their custom properties. """ width: int height: int tiles: list currentx : int #coordinates of the point that should be on the topleft corner of the screen currenty : int def __init__(self, width: int, height: int, tiles: list): self.width = width self.height = height self.tiles = tiles self.entities = [] def add_entity(self, entity: "Entity") -> None: """ Register a new entity in the map. """ self.entities.append(entity) entity.map = self @staticmethod def load(filename: str): """ Read a file that contains the content of a map, and build a Map object. """ with open(filename, "r") as f: file = f.read() return Map.load_from_string(file) @staticmethod def load_from_string(content: str): """ Load a map represented by its characters and build a Map object. """ lines = content.split("\n") lines = [line for line in lines if line] height = len(lines) width = len(lines[0]) tiles = [[Tile(c) for x, c in enumerate(line)] for y, line in enumerate(lines)] return Map(width, height, tiles) def draw_string(self, pack: TexturePack) -> str: """ Draw the current map as a string object that can be rendered in the window. """ return "\n".join("".join(tile.char(pack) for tile in line) for line in self.tiles) class Tile(Enum): EMPTY = auto() WALL = auto() FLOOR = auto() def char(self, pack: TexturePack) -> str: return getattr(pack, self.name) def is_wall(self) -> bool: return self == Tile.WALL def can_walk(self) -> bool: """ Check if an entity (player or not) can move in this tile. """ return not self.is_wall() class Entity: y: int x: int name : str map: Map def __init__(self): self.y = 0 self.x = 0 def check_move(self, y: int, x: int, move_if_possible: bool = False)\ -> bool: tile = self.map.tiles[y][x] if tile.can_walk() and move_if_possible: self.move(y, x) return tile.can_walk() def move(self, y: int, x: int) -> None: self.y = y self.x = x def act(self, m: Map) -> None: """ Define the action of the entity that is ran each tick. By default, does nothing. """ pass class FightingEntity(Entity): maxhealth: int health: int strength: int dead: bool intelligence: int charisma: int dexterity: int constitution: int level: int def __init__(self): super().__init__() self.health = self.maxhealth self.dead = False def hit(self, opponent: "FightingEntity") -> None: opponent.take_damage(self, self.strength) def take_damage(self, attacker: "Entity", amount: int) -> None: self.health -= amount if self.health <= 0: self.die() def die(self) -> None: self.dead = True