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leomartius committed Aug 19, 2024
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23 changes: 23 additions & 0 deletions .gitignore
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# Python byte-compiled files
__pycache__/

# Python virtual environment
venv/

# mypy
.mypy_cache/

# Ruff
.ruff_cache/

# build artifacts
build/
dist/

# IDEs and editors
.vscode/
.idea/
*.swp

# user data
yarc.sav
121 changes: 121 additions & 0 deletions LICENSE.txt
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Creative Commons Legal Code

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44 changes: 44 additions & 0 deletions README.md
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# Yet Another Rogue Clone

![2024 logo](https://i.imgur.com/GEyBFMC.png)

This is my entry for the 2024
"[RoguelikeDev Does The Complete Roguelike Tutorial](https://www.reddit.com/r/roguelikedev/comments/1dt8bqm/roguelikedev_does_the_complete_roguelike_tutorial/)"
event.

The goal is to recreate the classic Rogue game with modern technology,
following the steps outlined in the tutorial series.

This project is developed using Python 3.12 and the
[python-tcod](https://github.com/libtcod/python-tcod) library.

## License

This project is licensed under the CC0 1.0 Universal (CC0 1.0) Public Domain
Dedication.

You can copy, modify, distribute, and perform the work, even for commercial
purposes, all without asking permission.

For more details, you can view the full text of the license at
[https://creativecommons.org/publicdomain/zero/1.0/](https://creativecommons.org/publicdomain/zero/1.0/).

## Acknowledgments

Some code was adapted from the following projects:

- [Another Roguelike Tutorial 2021](https://libtcod.github.io/tutorials/python/2021/) by Kyle Benesch (CC0 license)

- [Yet Another Roguelike Tutorial](https://rogueliketutorials.com/tutorials/tcod/v2/) by Tyler Standridge and Kyle Benesch (CC0 license)

Thank you to the authors and contributors of these projects for their
invaluable work!

This project would not have been possible without the support of
the [python-tcod](https://github.com/libtcod/python-tcod) library. Special
thanks to the developers and community behind python-tcod for their
contributions and dedication.

A heartfelt shout-out to the original authors of the Rogue game. Neither this
project nor the larger roguelike scene would be possible without their
pioneering work and creativity.
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177 changes: 177 additions & 0 deletions game/action.py
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from __future__ import annotations

from game.combat import melee_attack
from game.constants import Glyph
from game.entity import Actor, ArmorItem, Item, Player, WeaponItem
from game.level import Level
from game.messages import MessageLog


class Action:
# return True if this action ends the actor's turn
def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
raise NotImplementedError()


class MoveAction(Action):
def __init__(self, dx: int, dy: int):
self.dx, self.dy = dx, dy

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert level.in_bounds(actor.x + self.dx, actor.y + self.dy)
new_x, new_y = actor.x + self.dx, actor.y + self.dy
if not level.is_walkable(new_x, new_y):
return False
if not level.is_connected(actor.x, actor.y, new_x, new_y):
return False
actor.x, actor.y = new_x, new_y
if isinstance(actor, Player):
self._auto_pickup(actor, level, log)
return True

@staticmethod
def _auto_pickup(actor: Player, level: Level, log: MessageLog) -> None:
item_on_floor = level.get_item_at(actor.x, actor.y)
if not item_on_floor:
return
if item_on_floor.gold:
level.entities.remove(item_on_floor)
actor.gold += item_on_floor.gold
log.append(f"You pick up {item_on_floor.gold} gold.")
else:
if actor.inventory.add_item(item_on_floor):
level.entities.remove(item_on_floor)
log.append(f"You pick up a {item_on_floor.name}.")
else:
log.append("Your inventory is full.")


class MeleeAction(Action):
def __init__(self, target: Actor):
self.target = target

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert level.in_bounds(self.target.x, self.target.y)
assert level.is_walkable(self.target.x, self.target.y)
if not level.is_connected(actor.x, actor.y, self.target.x, self.target.y):
return False
melee_attack(actor, self.target, level, log)
if self.target.ai:
self.target.ai.attacked(self.target, level)
return True


class BumpAction(Action):
def __init__(self, dx: int, dy: int):
self.dx, self.dy = dx, dy

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
action: Action
dest_x, dest_y = actor.x + self.dx, actor.y + self.dy
if not level.in_bounds(dest_x, dest_y):
return False
target = level.get_actor_at(dest_x, dest_y)
if target:
action = MeleeAction(target)
else:
action = MoveAction(self.dx, self.dy)
return action.perform(actor, level, log)


class WaitAction(Action):
def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
return True


class StairsAction(Action):
def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert isinstance(actor, Player)
if (actor.x, actor.y) == (level.stairs_x, level.stairs_y):
level.completed = True
log.append("You descend the staircase.")
else:
log.append("There are no stairs here.")
return False


class DropAction(Action):
def __init__(self, item: Item):
self.item = item

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert isinstance(actor, Player)
if level.get_item_at(actor.x, actor.y):
log.append("There is already something on the floor.")
return False
actor.inventory.remove_item(self.item)
self.item.x, self.item.y = actor.x, actor.y
level.entities.add(self.item)
log.append(f"You drop a {self.item.name}.")
return True


class ConsumeAction(Action):
def __init__(self, item: Item):
self.item = item

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert isinstance(actor, Player)
assert self.item.consumable
actor.inventory.remove_item(self.item)
self.item.consumable.use(actor, level, log)
return True


class WieldAction(Action):
def __init__(self, item: Item):
assert isinstance(item, WeaponItem)
self.item = item

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert isinstance(actor, Player)
actor.inventory.weapon_slot = self.item
log.append(f"You wield a {self.item.name}.")
return True


class WearAction(Action):
def __init__(self, item: Item):
assert isinstance(item, ArmorItem)
self.item = item

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert isinstance(actor, Player)
actor.inventory.armor_slot = self.item
log.append(f"You wear a {self.item.name}.")
return True


class UseAction(Action):
def __init__(self, item: Item):
self.item = item

def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
action: Action
if self.item.glyph == Glyph.WEAPON:
action = WieldAction(self.item)
elif self.item.glyph == Glyph.ARMOR:
action = WearAction(self.item)
elif self.item.glyph == Glyph.SCROLL:
log.append("As you read it, the scroll crumbles into dust.")
action = ConsumeAction(self.item)
else:
assert self.item.glyph == Glyph.POTION
action = ConsumeAction(self.item)
return action.perform(actor, level, log)


class TakeOffAction(Action):
def perform(self, actor: Actor, level: Level, log: MessageLog) -> bool:
assert isinstance(actor, Player)
if actor.inventory.armor_slot:
actor.inventory.armor_slot = None
log.append("You take your armor off.")
return True
else:
log.append("You have nothing to take off.")
return False
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