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State.py
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State.py
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from Player import Player
from dungeon_maker import DungeonMaker
import libtcodpy as libtcod
import math
class State(object):
"""docstring for State"""
def __init__(self, map_width, map_height):
self.player = Player(self, (0, 0))
self.objects = set([self.player])
self.exit = False
self.map_width = map_width
self.map_height = map_height
self.DungeonMaker = DungeonMaker(self)
self.game_map = self.DungeonMaker.make_map()
self.fov_map = self.build_fov_map()
def take_turn(self):
for obj in self.objects:
if obj.ai:
obj.ai.take_turn()
def is_blocked(self, (x, y)):
if self.game_map[x][y].block_move:
return True
for obj in self.objects:
if obj.blocks and (obj.x, obj.y) == (x, y):
return True
return False
def find_object(self, (x, y)):
for obj in self.objects:
if (obj.x, obj.y) == (x, y):
return obj
return None
def build_fov_map(self):
game_map = self.game_map
map_width, map_height = self.map_width, self.map_height
fov_map = libtcod.map_new(map_width, map_height)
for x in range(map_width):
for y in range(map_height):
libtcod.map_set_properties(fov_map, x, y, not game_map[x][y].block_sight, not game_map[x][y].block_move)
return fov_map
def compute_fov(self):
FOV_ALGO = 0 # default FOV algorithm
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
player = self.player
libtcod.map_compute_fov(self.fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
def move_player(self, direction):
player = self.player
if player.move_or_attack(direction):
return True
else:
return False
def is_in_fov(self, target):
return libtcod.map_is_in_fov(self.fov_map, target.x, target.y)
def distance(self, object1, object2):
dx = object1.x - object2.x
dy = object1.y - object2.y
return math.sqrt(dx ** 2 + dy ** 2)
def distance_to_player(self, target):
return self.distance(target, self.player)