<reponame>scott-currie/RoguelikeDevTutorial
import logging
import tcod
from roguelike.actors import Actors
from roguelike.map import Map
from roguelike.space import Space
from roguelike.player import Player
from roguelike.monster import Monster
import time


SCR_WIDTH = 20
SCR_HEIGHT = 21
PLAYER_MAX_HP = 20
PLAYER_ATK = 2
MONSTER_COUNT = 3
MONSTER_MAX_HP = 20
MONSTER_ATK = 1
SLOW_DOWN_DELAY = 0


def main():
    # logging.basicConfig(level=logging.DEBUG)
    logging.basicConfig(level=logging.CRITICAL)
    tcod.console_set_custom_font(
        'arial10x10.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)
    tcod.console_init_root(SCR_WIDTH, SCR_HEIGHT,
                           'My cool console.', order="C")
    tcod.console_set_default_foreground(0, tcod.yellow)
    logging.debug('Ready to make map.')
    lvl_map = Map(SCR_HEIGHT - 1, SCR_WIDTH)
    lvl_map.render()
    logging.debug('Ready to make player.')
    actors = Actors()
    player = Player(*lvl_map.get_random_legal_space(),
                    PLAYER_ATK, PLAYER_MAX_HP, 'Player')
    # Make space under player unwalkable
    lvl_map.walkable[player.row][player.col] = False
    actors.player = player
    # actors.queue.insert(0, player)
    monster_counter = 0
    for _ in range(MONSTER_COUNT):
        monster = Monster(
            *lvl_map.get_random_legal_space(), MONSTER_ATK, MONSTER_MAX_HP, f'Monster {monster_counter}')
        actors.queue.insert(0, monster)
        monster_counter += 1
        actors.queue[0].render()
        # Make space under monster unwalkable
        lvl_map.walkable[monster.row][monster.col] = False

    logging.debug('Ready to render map to console.')

    logging.debug('Ready to enter main loop.')
    # Need to get our first actor
    actor = player
    logging.debug(f'actor={actor}, queue={actors.queue}')
    print(actors.queue)
    # Enter main loop
    while not tcod.console_is_window_closed():
        logging.debug(f'actor={actor}, queue={actors.queue}')
        for _actor in actors.queue:
            if not _actor.alive:
                print(f'dumping {_actor}')
                monster = Monster(
                    *lvl_map.get_random_legal_space(), MONSTER_ATK, MONSTER_MAX_HP, f'Monster {monster_counter}')
                monster_counter += 1
                actors.queue.insert(0, monster)
                actors.queue[0].render()
                actors.queue.remove(_actor)
                lvl_map.walkable[_actor.row][_actor.col] = True
        # Pump events for keypress
        kp = tcod.console_check_for_keypress()
        if kp.vk == tcod.KEY_ESCAPE:
            return
        # print(player.acted)
        # Get next actor from the queue if we're ready
        if actor.acted:
            actors.queue.insert(0, actor)
            actor = actors.queue.pop()
            logging.debug(f'actor={actor}, queue={actors.queue}')
            # print(f'{actor} appraently acted.')
            # Update the actor
        actor.update(kp, lvl_map, actors)
        # logging.debug(f'{actor} acted = {actor.acted}')
        # Update the player position
        update_position_display(player)
        tcod.console_flush()
        time.sleep(SLOW_DOWN_DELAY)


def update_position_display(player):
    '''Print player position on last line of the console.'''
    tcod.console_set_default_foreground(0, tcod.green)
    tcod.console_print(
        0, 0, SCR_HEIGHT - 1, 'x=' + str(player.col).zfill(2) + ',y=' + str(SCR_HEIGHT - 1 - player.row).zfill(2))


if __name__ == '__main__':
    main()

import logging
import tcod
from roguelike.actors import Actors
from roguelike.map import Map
from roguelike.space import Space
from roguelike.player import Player
from roguelike.monster import Monster
import time


SCR_WIDTH = 20
SCR_HEIGHT = 21
PLAYER_MAX_HP = 20
PLAYER_ATK = 2
MONSTER_COUNT = 3
MONSTER_MAX_HP = 20
MONSTER_ATK = 1
SLOW_DOWN_DELAY = 0


def main():
    # logging.basicConfig(level=logging.DEBUG)
    logging.basicConfig(level=logging.CRITICAL)
    tcod.console_set_custom_font(
        'arial10x10.png', tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD)
    tcod.console_init_root(SCR_WIDTH, SCR_HEIGHT,
                           'My cool console.', order="C")
    tcod.console_set_default_foreground(0, tcod.yellow)
    logging.debug('Ready to make map.')
    lvl_map = Map(SCR_HEIGHT - 1, SCR_WIDTH)
    lvl_map.render()
    logging.debug('Ready to make player.')
    actors = Actors()
    player = Player(*lvl_map.get_random_legal_space(),
                    PLAYER_ATK, PLAYER_MAX_HP, 'Player')
    # Make space under player unwalkable
    lvl_map.walkable[player.row][player.col] = False
    actors.player = player
    # actors.queue.insert(0, player)
    monster_counter = 0
    for _ in range(MONSTER_COUNT):
        monster = Monster(
            *lvl_map.get_random_legal_space(), MONSTER_ATK, MONSTER_MAX_HP, f'Monster {monster_counter}')
        actors.queue.insert(0, monster)
        monster_counter += 1
        actors.queue[0].render()
        # Make space under monster unwalkable
        lvl_map.walkable[monster.row][monster.col] = False

    logging.debug('Ready to render map to console.')

    logging.debug('Ready to enter main loop.')
    # Need to get our first actor
    actor = player
    logging.debug(f'actor={actor}, queue={actors.queue}')
    print(actors.queue)
    # Enter main loop
    while not tcod.console_is_window_closed():
        logging.debug(f'actor={actor}, queue={actors.queue}')
        for _actor in actors.queue:
            if not _actor.alive:
                print(f'dumping {_actor}')
                monster = Monster(
                    *lvl_map.get_random_legal_space(), MONSTER_ATK, MONSTER_MAX_HP, f'Monster {monster_counter}')
                monster_counter += 1
                actors.queue.insert(0, monster)
                actors.queue[0].render()
                actors.queue.remove(_actor)
                lvl_map.walkable[_actor.row][_actor.col] = True
        # Pump events for keypress
        kp = tcod.console_check_for_keypress()
        if kp.vk == tcod.KEY_ESCAPE:
            return
        # print(player.acted)
        # Get next actor from the queue if we're ready
        if actor.acted:
            actors.queue.insert(0, actor)
            actor = actors.queue.pop()
            logging.debug(f'actor={actor}, queue={actors.queue}')
            # print(f'{actor} appraently acted.')
            # Update the actor
        actor.update(kp, lvl_map, actors)
        # logging.debug(f'{actor} acted = {actor.acted}')
        # Update the player position
        update_position_display(player)
        tcod.console_flush()
        time.sleep(SLOW_DOWN_DELAY)


def update_position_display(player):
    '''Print player position on last line of the console.'''
    tcod.console_set_default_foreground(0, tcod.green)
    tcod.console_print(
        0, 0, SCR_HEIGHT - 1, 'x=' + str(player.col).zfill(2) + ',y=' + str(SCR_HEIGHT - 1 - player.row).zfill(2))


if __name__ == '__main__':
    main()
# logging.basicConfig(level=logging.DEBUG) # Make space under player unwalkable # actors.queue.insert(0, player) # Make space under monster unwalkable # Need to get our first actor # Enter main loop # Pump events for keypress # print(player.acted) # Get next actor from the queue if we're ready # print(f'{actor} appraently acted.') # Update the actor # logging.debug(f'{actor} acted = {actor.acted}') # Update the player position Print player position on last line of the console.