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corpsestacker.py
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corpsestacker.py
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# coding: utf-8
from bearlibterminal import terminal as blt
from vec import vec
from itertools import count, product
from random import randint, choice
class Actor(object):
def __init__(self):
self.position = None
self.is_player = False
self.character = 'z'
class Game(object):
def __init__(self):
self.width = 10
self.height = 10
self.size = vec(10,10)
blt.set("window:title='Corpse Stacker',size={0}x{1}".format(self.size.x*3, self.size.y))
blt.set('font: UbuntuMono-R.ttf, size=24')
self.height_map = self.make_grid(0)
self.player = Actor()
self.player.position = self.size//2
self.player.is_player = True
self.player.character = '@'
self.occupants = self.make_grid()
self.place_actor(self.player)
self.turn_number = 0
self.enemies = []
self.stop = False
self.restart = False
def intro(self):
blt.clear()
blt.print_(0,0,
"""Move: WASD/Arrow keys
Attack: WASD/Arrow keys
Rest: Space
Aim: Stack 10 corpses!""")
blt.refresh()
blt.read()
def run(self):
self.intro()
while not self.stop:
self.spawn()
self.draw()
self.player_move(self.player)
if self.calculate_score() >= 10:
self.win()
for enemy in self.enemies:
self.enemy_move(enemy)
self.turn_number += 1
def spawn(self):
spawn_rate = 5-self.calculate_score()
spawn_count = 0
while spawn_rate <= 0:
spawn_rate += 10
spawn_count += 1
if randint(1,10) >= spawn_rate:
spawn_count += 1
free_spaces = [vec(*xy)
for xy in product(range(self.size.x), range(self.size.y))
if self.at_edge(vec(*xy))
and self.get_grid_item(self.occupants, vec(*xy)) is None]
for i in range(spawn_count):
if len(free_spaces) == 0:
break
xy = choice(free_spaces)
free_spaces.remove(xy)
spawnee = Actor()
spawnee.position = xy
self.place_actor(spawnee)
self.enemies.append(spawnee)
def at_edge(self, position):
return position.x in [0,self.size.x-1] or position.y in [0,self.size.y-1]
def player_move(self, player):
moved = False
while not moved:
kp = blt.read()
if kp == blt.TK_CLOSE:
moved = True
self.stop = True
elif kp in [blt.TK_UP, blt.TK_W]:
if self.try_move(self.player, vec(0,-1)):
moved = True
elif kp in [blt.TK_DOWN, blt.TK_S]:
if self.try_move(self.player, vec(0,1)):
moved = True
elif kp in [blt.TK_LEFT, blt.TK_A]:
if self.try_move(self.player, vec(-1,0)):
moved = True
elif kp in [blt.TK_RIGHT, blt.TK_D]:
if self.try_move(self.player, vec(1,0)):
moved = True
elif kp in [blt.TK_SPACE, blt.TK_PERIOD]:
moved = True
elif kp == blt.TK_R:
pass
# disable in normal play
#self.increment_height(self.player.position)
def enemy_move(self, enemy):
directions = list(filter(lambda xy: self.check_move(enemy, xy),
[vec(0,-1),vec(0,1),vec(-1,0),vec(1,0)]))
if directions:
direction = choice(directions)
self.try_move(enemy, direction)
def try_move(self, actor, direction):
if self.check_move(actor, direction):
self.move_actor(actor, actor.position + direction)
return True
return False
def check_move(self, actor, direction):
destination = actor.position + direction
if destination == actor.position:
return True
if not self.in_bounds(destination):
return False
height_from = self.get_grid_item(self.height_map, actor.position)
height_to = self.get_grid_item(self.height_map, destination)
if height_to > height_from + 1:
return False
if height_to < height_from - 3:
return False
occupant = self.get_grid_item(self.occupants, destination)
return occupant is None or occupant.is_player != actor.is_player
def draw(self):
blt.clear()
for height_row, occupant_row, y in zip(self.height_map, self.occupants, count()):
for height, occupant, x in zip(height_row, occupant_row, count()):
blt.put(x*3,y,str(height%10))
blt.put(x*3+1,y,' ' if occupant is None else occupant.character)
blt.refresh()
def increment_height(self, position):
self.set_grid_item(self.height_map, position,
self.get_grid_item(self.height_map, position) + 1)
def calculate_score(self):
return max(max(row) for row in self.height_map)
def get_grid_item(self, grid, position):
return grid[position.y][position.x]
def set_grid_item(self, grid, position, value):
grid[position.y][position.x]= value
def make_grid(self, value=None):
return [[value for x in range(self.size.x)] for y in range(self.size.y)]
def displace_actor(self, actor):
self.set_grid_item(self.occupants, actor.position, None)
def place_actor(self, actor):
self.set_grid_item(self.occupants, actor.position, actor)
def in_bounds(self, position):
return 0 <= position.x < self.size.x and 0 <= position.y < self.size.y
def move_actor(self, actor, destination):
if not self.in_bounds(destination):
raise RuntimeError("Destination invalid")
occupant = self.get_grid_item(self.occupants,destination)
if occupant is not None:
if occupant.is_player:
self.lose()
return
else:
self.displace_actor(occupant)
self.increment_height(occupant.position)
self.enemies.remove(occupant)
return
self.displace_actor(actor)
actor.position = destination
self.place_actor(actor)
def win(self):
blt.clear()
blt.set('window:size=60x20')
blt.set('font: UbuntuMono-R.ttf, size=14')
blt.print_(0,0,
"""
Suddenly the air fills with applause.
An unseen crowd chants "TEN-STACK, TEN-STACK!"
as a pair of guards leads you out of the arena to freedom.
A bitter freedom, still trapped in a society
with daily trials by combat,
and trapped with the memory of your own trial.
*** Press Escape ***
*** Press R to restart ***
""",
blt.state(blt.TK_WIDTH),blt.state(blt.TK_HEIGHT),blt.TK_ALIGN_CENTER)
blt.refresh()
while True:
kp = blt.read()
if kp == blt.TK_R:
self.restart = True
if kp in [blt.TK_CLOSE, blt.TK_ESCAPE, blt.TK_R]:
break
self.stop = True
def lose(self):
blt.clear()
blt.set('window:size=60x20')
blt.set('font: UbuntuMono-R.ttf, size=14')
blt.print_(0,0,
"""
A zombie blunders into you
and grasps your arm instinctively.
the smell of blood fills the air after one bite,
and as you black out you can almost
see the rest of the zombies
shambling towards their next meal.
You stacked {0} out of 10 corpses.
*** Press Escape to exit ***
*** Press R to restart ***
Stuck?
See FAQ.md for spoilers!
""".format(self.calculate_score()),
blt.state(blt.TK_WIDTH),blt.state(blt.TK_HEIGHT),blt.TK_ALIGN_CENTER)
blt.refresh()
while True:
kp = blt.read()
if kp == blt.TK_R:
self.restart = True
if kp in [blt.TK_CLOSE, blt.TK_ESCAPE, blt.TK_R]:
break
self.stop = True
if __name__ == '__main__':
blt.open()
while True:
game = Game()
game.run()
if not game.restart:
break
blt.close()