draft tutorial revisions

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John McCardle 2026-01-03 11:01:10 -05:00
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"""
turns.py - Turn Management System for McRogueFace Roguelike
Handles the turn-based game flow: player turn, then enemy turns.
"""
from enum import Enum, auto
from typing import List, Optional, Callable, TYPE_CHECKING
from entities import Player, Enemy
from combat import try_attack, process_kill, CombatResult
from ai import process_enemy_turns
if TYPE_CHECKING:
from dungeon import Dungeon
class GameState(Enum):
"""Current state of the game."""
PLAYER_TURN = auto() # Waiting for player input
ENEMY_TURN = auto() # Processing enemy actions
PLAYER_DEAD = auto() # Player has died
VICTORY = auto() # Player has won (optional)
LEVEL_TRANSITION = auto() # Moving to next level
class TurnManager:
"""
Manages the turn-based game loop.
The game follows this flow:
1. Player takes action (move or attack)
2. If action was valid, enemies take turns
3. Check for game over conditions
4. Return to step 1
"""
def __init__(self, player: Player, enemies: List[Enemy], dungeon: 'Dungeon'):
"""
Initialize the turn manager.
Args:
player: The player entity
enemies: List of all enemies
dungeon: The dungeon map
"""
self.player = player
self.enemies = enemies
self.dungeon = dungeon
self.state = GameState.PLAYER_TURN
self.turn_count = 0
# Callbacks for game events
self.on_message: Optional[Callable[[str, tuple], None]] = None
self.on_player_death: Optional[Callable[[], None]] = None
self.on_enemy_death: Optional[Callable[[Enemy], None]] = None
self.on_turn_end: Optional[Callable[[int], None]] = None
def reset(self, player: Player, enemies: List[Enemy], dungeon: 'Dungeon') -> None:
"""Reset the turn manager with new game state."""
self.player = player
self.enemies = enemies
self.dungeon = dungeon
self.state = GameState.PLAYER_TURN
self.turn_count = 0
def add_message(self, message: str, color: tuple = (255, 255, 255, 255)) -> None:
"""Add a message to the log via callback."""
if self.on_message:
self.on_message(message, color)
def handle_player_action(self, dx: int, dy: int) -> bool:
"""
Handle a player movement or attack action.
Args:
dx: X direction (-1, 0, or 1)
dy: Y direction (-1, 0, or 1)
Returns:
True if the action consumed a turn, False otherwise
"""
if self.state != GameState.PLAYER_TURN:
return False
target_x = self.player.x + dx
target_y = self.player.y + dy
# Check for attack
result = try_attack(self.player, target_x, target_y, self.enemies)
if result:
# Player attacked something
self.add_message(result.message, result.message_color)
if result.killed:
# Process kill
xp = process_kill(self.player, result.defender)
self.enemies.remove(result.defender)
if xp > 0:
self.add_message(f"You gain {xp} XP!", (255, 255, 100, 255))
if self.on_enemy_death:
self.on_enemy_death(result.defender)
# Action consumed a turn
self._end_player_turn()
return True
# No attack - try to move
if self.dungeon.is_walkable(target_x, target_y):
# Check for enemy blocking
blocked = False
for enemy in self.enemies:
if enemy.is_alive and enemy.x == target_x and enemy.y == target_y:
blocked = True
break
if not blocked:
self.player.move_to(target_x, target_y)
self._end_player_turn()
return True
# Movement blocked
return False
def handle_wait(self) -> bool:
"""
Handle the player choosing to wait (skip turn).
Returns:
True (always consumes a turn)
"""
if self.state != GameState.PLAYER_TURN:
return False
self.add_message("You wait...", (150, 150, 150, 255))
self._end_player_turn()
return True
def _end_player_turn(self) -> None:
"""End the player's turn and process enemy turns."""
self.state = GameState.ENEMY_TURN
self._process_enemy_turns()
def _process_enemy_turns(self) -> None:
"""Process all enemy turns."""
# Get combat results from enemy actions
results = process_enemy_turns(
self.enemies,
self.player,
self.dungeon
)
# Report results
for result in results:
self.add_message(result.message, result.message_color)
# Check if player died
if not self.player.is_alive:
self.state = GameState.PLAYER_DEAD
if self.on_player_death:
self.on_player_death()
else:
# End turn
self.turn_count += 1
self.state = GameState.PLAYER_TURN
if self.on_turn_end:
self.on_turn_end(self.turn_count)
def is_player_turn(self) -> bool:
"""Check if it's the player's turn."""
return self.state == GameState.PLAYER_TURN
def is_game_over(self) -> bool:
"""Check if the game is over (player dead)."""
return self.state == GameState.PLAYER_DEAD
def get_enemy_count(self) -> int:
"""Get the number of living enemies."""
return sum(1 for e in self.enemies if e.is_alive)
class ActionResult:
"""Result of a player action."""
def __init__(self, success: bool, message: str = "",
color: tuple = (255, 255, 255, 255)):
self.success = success
self.message = message
self.color = color
def try_move_or_attack(player: Player, dx: int, dy: int,
dungeon: 'Dungeon', enemies: List[Enemy]) -> ActionResult:
"""
Attempt to move or attack in a direction.
This is a simpler, standalone function for games that don't want
the full TurnManager.
Args:
player: The player
dx: X direction
dy: Y direction
dungeon: The dungeon map
enemies: List of enemies
Returns:
ActionResult indicating success and any message
"""
target_x = player.x + dx
target_y = player.y + dy
# Check for attack
for enemy in enemies:
if enemy.is_alive and enemy.x == target_x and enemy.y == target_y:
result = try_attack(player, target_x, target_y, enemies)
if result:
if result.killed:
process_kill(player, enemy)
enemies.remove(enemy)
return ActionResult(True, result.message, result.message_color)
# Check for movement
if dungeon.is_walkable(target_x, target_y):
player.move_to(target_x, target_y)
return ActionResult(True)
return ActionResult(False, "You can't move there!", (150, 150, 150, 255))