mirror of
https://github.com/ArchipelagoMW/Archipelago.git
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302 lines
10 KiB
Python
302 lines
10 KiB
Python
from __future__ import annotations
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import random
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from collections.abc import Iterable
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from typing import TYPE_CHECKING
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from .entities import (
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BreakableBlock,
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Bush,
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Button,
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ButtonDoor,
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Chest,
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Empty,
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Enemy,
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EnemyWithLoot,
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Entity,
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FinalBoss,
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InteractableMixin,
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KeyDoor,
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LocationMixin,
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Wall,
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)
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from .generate_math_problem import MathProblem
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from .graphics import DIGIT_TO_GRAPHIC, DIGIT_TO_GRAPHIC_ZERO_EMPTY, MATH_PROBLEM_TYPE_TO_GRAPHIC, Graphic
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from .items import Item
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from .locations import DEFAULT_CONTENT, Location
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from .path_finding import find_path_or_closest
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if TYPE_CHECKING:
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from .player import Player
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class Gameboard:
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gameboard: tuple[tuple[Entity, ...], ...]
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hammer_exists: bool
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content_filled: bool
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remote_entity_by_location_id: dict[Location, LocationMixin]
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def __init__(self, gameboard: tuple[tuple[Entity, ...], ...], hammer_exists: bool) -> None:
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assert gameboard, "Gameboard is empty"
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assert all(len(row) == len(gameboard[0]) for row in gameboard), "Not all rows have the same size"
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self.gameboard = gameboard
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self.hammer_exists = hammer_exists
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self.content_filled = False
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self.remote_entity_by_location_id = {}
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def fill_default_location_content(self, trap_percentage: int = 0) -> None:
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for entity in self.iterate_entities():
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if isinstance(entity, LocationMixin):
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if entity.location in DEFAULT_CONTENT:
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content = DEFAULT_CONTENT[entity.location]
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if content == Item.HAMMER and not self.hammer_exists:
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content = Item.CONFETTI_CANNON
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if content == Item.CONFETTI_CANNON:
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if random.randrange(100) < trap_percentage:
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content = Item.MATH_TRAP
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entity.content = content
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self.content_filled = True
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def fill_remote_location_content(self, graphic_overrides: dict[Location, Item]) -> None:
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for entity in self.iterate_entities():
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if isinstance(entity, LocationMixin):
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entity.content = graphic_overrides.get(entity.location, Item.REMOTE_ITEM)
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entity.remote = True
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self.remote_entity_by_location_id[entity.location] = entity
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self.content_filled = True
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def get_entity_at(self, x: int, y: int) -> Entity:
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if x < 0 or x >= len(self.gameboard[0]):
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return Wall()
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if y < 0 or y >= len(self.gameboard):
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return Wall()
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return self.gameboard[y][x]
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def iterate_entities(self) -> Iterable[Entity]:
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for row in self.gameboard:
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yield from row
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def respawn_final_boss(self) -> None:
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for entity in self.iterate_entities():
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if isinstance(entity, FinalBoss):
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entity.respawn()
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def heal_alive_enemies(self) -> None:
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for entity in self.iterate_entities():
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if isinstance(entity, Enemy):
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entity.heal_if_not_dead()
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def render(self, player: Player) -> tuple[tuple[Graphic, ...], ...]:
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graphics = []
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for y, row in enumerate(self.gameboard):
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graphics_row = []
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for x, entity in enumerate(row):
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if player.current_x == x and player.current_y == y:
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graphics_row.append(player.render())
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else:
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graphics_row.append(entity.graphic)
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graphics.append(tuple(graphics_row))
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return tuple(graphics)
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def as_traversability_bools(self) -> tuple[tuple[bool, ...], ...]:
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traversability = []
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for y, row in enumerate(self.gameboard):
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traversable_row = []
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for x, entity in enumerate(row):
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traversable_row.append(
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not entity.solid
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or (isinstance(entity, InteractableMixin) and entity.auto_move_attempt_passing_through)
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)
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traversability.append(tuple(traversable_row))
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return tuple(traversability)
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def render_math_problem(
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self, problem: MathProblem, current_input_digits: list[int], current_input_int: int | None
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) -> tuple[tuple[Graphic, ...], ...]:
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rows = len(self.gameboard)
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columns = len(self.gameboard[0])
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def pad_row(row: list[Graphic]) -> tuple[Graphic, ...]:
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row = row.copy()
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while len(row) < columns:
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row = [Graphic.EMPTY, *row, Graphic.EMPTY]
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while len(row) > columns:
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row.pop()
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return tuple(row)
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empty_row = tuple([Graphic.EMPTY] * columns)
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math_time_row = pad_row(
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[
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Graphic.LETTER_M,
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Graphic.LETTER_A,
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Graphic.LETTER_T,
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Graphic.LETTER_H,
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Graphic.EMPTY,
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Graphic.LETTER_T,
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Graphic.LETTER_I,
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Graphic.LETTER_M,
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Graphic.LETTER_E,
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]
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)
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num_1_first_digit = problem.num_1 // 10
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num_1_second_digit = problem.num_1 % 10
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num_2_first_digit = problem.num_2 // 10
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num_2_second_digit = problem.num_2 % 10
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math_problem_row = pad_row(
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[
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DIGIT_TO_GRAPHIC_ZERO_EMPTY[num_1_first_digit],
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DIGIT_TO_GRAPHIC[num_1_second_digit],
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Graphic.EMPTY,
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MATH_PROBLEM_TYPE_TO_GRAPHIC[problem.problem_type],
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Graphic.EMPTY,
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DIGIT_TO_GRAPHIC_ZERO_EMPTY[num_2_first_digit],
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DIGIT_TO_GRAPHIC[num_2_second_digit],
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]
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)
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display_digit_1 = None
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display_digit_2 = None
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if current_input_digits:
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display_digit_1 = current_input_digits[0]
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if len(current_input_digits) == 2:
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display_digit_2 = current_input_digits[1]
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result_row = pad_row(
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[
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Graphic.EQUALS,
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Graphic.EMPTY,
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DIGIT_TO_GRAPHIC[display_digit_1],
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DIGIT_TO_GRAPHIC[display_digit_2],
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Graphic.EMPTY,
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Graphic.NO if len(current_input_digits) == 2 and current_input_int != problem.result else Graphic.EMPTY,
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]
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)
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output = [math_time_row, empty_row, math_problem_row, result_row]
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while len(output) < rows:
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output = [empty_row, *output, empty_row]
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while len(output) > columns:
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output.pop(0)
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return tuple(output)
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def force_clear_location(self, location: Location) -> None:
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entity = self.remote_entity_by_location_id[location]
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entity.force_clear()
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def calculate_shortest_path(
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self, source_x: int, source_y: int, target_x: int, target_y: int
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) -> list[tuple[int, int]]:
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gameboard_traversability = self.as_traversability_bools()
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path = find_path_or_closest(gameboard_traversability, source_x, source_y, target_x, target_y)
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if not path:
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return path
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# If the path stops just short of target, attempt interacting with it at the end
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if abs(path[-1][0] - target_x) + abs(path[-1][1] - target_y) == 1:
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if isinstance(self.gameboard[target_y][target_x], InteractableMixin):
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path.append((target_x, target_y))
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return path[1:] # Cut off starting tile
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@property
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def ready(self) -> bool:
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return self.content_filled
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@property
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def size(self) -> tuple[int, int]:
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return len(self.gameboard[0]), len(self.gameboard)
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def create_gameboard(hard_mode: bool, hammer_exists: bool, extra_chest: bool) -> Gameboard:
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boss_door = ButtonDoor()
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boss_door_button = Button(boss_door)
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key_door = KeyDoor()
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top_middle_chest = Chest(Location.TOP_MIDDLE_CHEST)
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left_room_chest = Chest(Location.TOP_LEFT_CHEST)
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bottom_left_chest = Chest(Location.BOTTOM_LEFT_CHEST)
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bottom_right_room_left_chest = Chest(Location.BOTTOM_RIGHT_ROOM_LEFT_CHEST)
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bottom_right_room_right_chest = Chest(Location.BOTTOM_RIGHT_ROOM_RIGHT_CHEST)
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bottom_left_extra_chest = Chest(Location.BOTTOM_LEFT_EXTRA_CHEST) if extra_chest else Empty()
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wall_if_hammer = Wall() if hammer_exists else Empty()
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breakable_block = BreakableBlock() if hammer_exists else Empty()
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normal_enemy = EnemyWithLoot(2 if hard_mode else 1, Location.ENEMY_DROP)
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boss = FinalBoss(5 if hard_mode else 3)
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gameboard = (
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(Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty()),
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(
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Empty(),
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boss_door_button,
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Empty(),
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Wall(),
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Empty(),
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top_middle_chest,
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Empty(),
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Wall(),
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Empty(),
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boss,
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Empty(),
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),
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(Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty()),
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(
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Empty(),
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left_room_chest,
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Empty(),
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Wall(),
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wall_if_hammer,
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breakable_block,
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wall_if_hammer,
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Wall(),
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Wall(),
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boss_door,
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Wall(),
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),
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(Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty()),
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(Wall(), key_door, Wall(), Wall(), Empty(), Empty(), Empty(), Empty(), Empty(), normal_enemy, Empty()),
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(Empty(), Empty(), Empty(), Empty(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty()),
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(Empty(), bottom_left_extra_chest, Empty(), Empty(), Empty(), Empty(), Wall(), Wall(), Wall(), Wall(), Wall()),
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(Empty(), Empty(), Empty(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty(), Empty()),
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(
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Empty(),
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bottom_left_chest,
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Empty(),
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Empty(),
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Empty(),
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Empty(),
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Bush(),
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Empty(),
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bottom_right_room_left_chest,
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bottom_right_room_right_chest,
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Empty(),
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),
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(Empty(), Empty(), Empty(), Empty(), Empty(), Empty(), Wall(), Empty(), Empty(), Empty(), Empty()),
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)
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return Gameboard(gameboard, hammer_exists)
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