Class: Map

Inherits:
Object
  • Object
show all
Includes:
GameData
Defined in:
lib/terminal_hero/classes/map.rb

Overview

Represents a map for the player to navigate

Constant Summary

Constants included from GameData

GameData::ASCII_ART, GameData::COMBAT_ACTIONS, GameData::COMBAT_MENU_OPTIONS, GameData::COMMAND_LINE_ARGUMENTS, GameData::CON_TO_HP, GameData::DEFAULT_COORDS, GameData::DEFAULT_STATS, GameData::EXIT_KEYS, GameData::GAME_STATES, GameData::LEVELING_CONSTANT, GameData::LEVELING_EXPONENT, GameData::MAP_HEADER, GameData::MAP_HEIGHT, GameData::MAP_TILES, GameData::MAP_WIDTH, GameData::MAX_H_VIEW_DIST, GameData::MAX_V_VIEW_DIST, GameData::MESSAGES, GameData::MONSTER_LEVEL_VARIANCE, GameData::MOVE_KEYS, GameData::PROMPTS, GameData::STAT_POINTS_PER_LEVEL, GameData::TILE_DESCRIPTIONS, GameData::TITLE_MENU_OPTIONS, GameData::VALIDATION_REQUIREMENTS, GameData::XP_LOSS_MULTIPLIER

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(player: nil, width: GameData::MAP_WIDTH, height: GameData::MAP_HEIGHT, grid: nil, monsters: []) ⇒ Map

Returns a new instance of Map.



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# File 'lib/terminal_hero/classes/map.rb', line 23

def initialize(player: nil, width: GameData::MAP_WIDTH, height: GameData::MAP_HEIGHT, grid: nil, monsters: [])
  # Set dimensions of map
  @width = width
  @height = height
  # Dictionary of map symbols
  @symbols = GameData::MAP_TILES
  # Array of monsters on the map
  @monsters = monsters
  if grid.nil?
    generate_map(player)
  else
    load_map(grid, player)
  end
end

Instance Attribute Details

#gridObject (readonly)

Returns the value of attribute grid.



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# File 'lib/terminal_hero/classes/map.rb', line 21

def grid
  @grid
end

#symbolsObject (readonly)

Returns the value of attribute symbols.



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# File 'lib/terminal_hero/classes/map.rb', line 21

def symbols
  @symbols
end

Instance Method Details

#exportObject

Export all values required for map initialization to a hash, to be stored in a JSON save file



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# File 'lib/terminal_hero/classes/map.rb', line 237

def export
  return {
    width: @width,
    height: @height,
    grid: @grid.map do |row|
      row.map(&:export)
    end,
    monsters: @monsters.map(&:export)
  }
end

#generate_grid_paramsObject

Calculate relevant paramaters for setup_grid



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# File 'lib/terminal_hero/classes/map.rb', line 110

def generate_grid_params
  # Create 2D array grid
  grid = []
  @height.times { grid.push(Array.new(@width, false)) }

  # Return parameters for map generation - centrepoints, base radius of map
  # regions, and the maximum random variance from that radius
  return grid, @width / 2, @height / 2, @width / 8, @height / 8, [@width, @height].min / 16
end

#generate_map(player) ⇒ Object

Generate a new map when starting a new game



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# File 'lib/terminal_hero/classes/map.rb', line 41

def generate_map(player)
  # Fill map grid with terrain tiles
  @grid = setup_grid
  # Place the Player on the map
  @grid[player.coords[:y]][player.coords[:x]].entity = player
  # Populate the map with monsters
  populate_monsters(player.level)
end

#in_radius?(indices, centrepoints, radii, variance) ⇒ Boolean

Given indices, centrepoints, a radius, and a modification to the radius, determine whether indices fall inside the radius from the centrepoints. Used for generating terrain.

Returns:

  • (Boolean)


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# File 'lib/terminal_hero/classes/map.rb', line 101

def in_radius?(indices, centrepoints, radii, variance)
  y_index, x_index = indices
  y_centre, x_centre = centrepoints
  v_radius, h_radius = radii
  ((y_centre - v_radius - variance)..(y_centre + v_radius + variance)).include?(y_index) &&
    ((x_centre - h_radius - variance)..(x_centre + h_radius + variance)).include?(x_index)
end

#load_grid!(grid) ⇒ Object

Given a grid from save data, load it into the @grid instance variable



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# File 'lib/terminal_hero/classes/map.rb', line 70

def load_grid!(grid)
  @grid = grid.map do |row|
    row.map do |tile|
      # Convert string values generated by JSON back to symbols
      tile[:color] = tile[:color].to_sym
      tile[:event] = tile[:event].to_sym unless tile[:event].nil?
      # Map each hash of tile data to a Tile
      Tile.new(**tile)
    end
  end
end

#load_map(grid, player) ⇒ Object

Set up the map grid using data loaded from a save file when loading the game



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# File 'lib/terminal_hero/classes/map.rb', line 93

def load_map(grid, player)
  load_grid!(grid)
  load_monsters!
  @grid[player.coords[:y]][player.coords[:x]].entity = player
end

#load_monsters!Object

Load monsters from save data into @monsters and place them on tiles in @grid



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# File 'lib/terminal_hero/classes/map.rb', line 83

def load_monsters!
  @monsters.map! do |monster_data|
    monster_data[:event] = monster_data[:event].to_sym
    monster = Monster.new(**monster_data)
    @grid[monster.coords[:y]][monster.coords[:x]].entity = monster
    monster
  end
end

#move_monsters(player_coords) ⇒ Object

Call methods for each monster to determine the move it makes (if any) and process that movement. If a monster encounters the player, return its tile to allow triggering a combat event.



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# File 'lib/terminal_hero/classes/map.rb', line 178

def move_monsters(player_coords)
  event_tile = nil
  @monsters.each do |monster|
    destination = monster.calc_destination(monster.choose_move(player_coords))
    process_movement(monster, destination)
    event_tile = @grid[monster.coords[:y]][monster.coords[:x]] if destination == player_coords
  end
  return event_tile
end

#populate_monsters(player_level) ⇒ Object

Randomly populate monsters on the grid up to a fluctuating maximum population



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# File 'lib/terminal_hero/classes/map.rb', line 51

def populate_monsters(player_level)
  # 1/60 map tiles +/- 5 will be populated with monsters
  max_monsters = [(@width * @height / 80) + rand(-5..5), 1].max
  # Populate map until max population is reached, or number of iterations equals
  # number of map tiles (preventing infinite loop if valid tile not found)
  counter = 0
  until @monsters.length >= max_monsters || counter >= @width * @height
    y = rand(1..(@height - 2))
    x = rand(1..(@width - 2))
    unless @grid[y][x].blocking
      monster = Monster.new(coords: { x: x, y: y }, level_base: player_level)
      @grid[y][x].entity = monster
      @monsters.push(monster)
    end
    counter += 1
  end
end

#post_combat(player, monster, outcome) ⇒ Object

When combat ends, call methods to update the map based on the outcome



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# File 'lib/terminal_hero/classes/map.rb', line 225

def post_combat(player, monster, outcome)
  case outcome
  when :victory
    process_combat_victory(player, monster)
  when :defeat
    process_combat_defeat(player)
  end
end

#process_combat_defeat(player) ⇒ Object

If player was defeated in combat, move them back to starting location (unless already there), swapping positions with any entity that is currently occupying that location



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# File 'lib/terminal_hero/classes/map.rb', line 201

def process_combat_defeat(player)
  return if player.coords.values == GameData::DEFAULT_COORDS.values

  shifted_entity = @grid[GameData::DEFAULT_COORDS[:y]][GameData::DEFAULT_COORDS[:x]].entity
  player_location = player.coords
  @grid[GameData::DEFAULT_COORDS[:y]][GameData::DEFAULT_COORDS[:x]].entity = nil
  process_movement(player, GameData::DEFAULT_COORDS)
  process_movement(shifted_entity, player_location) unless shifted_entity.nil?
end

#process_combat_victory(player, monster) ⇒ Object

If a monster was defeated in combat, remove it and repopulate monsters



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# File 'lib/terminal_hero/classes/map.rb', line 219

def process_combat_victory(player, monster)
  remove_monster(monster)
  populate_monsters(player.level)
end

#process_movement(mover, destination) ⇒ Object

Given destination coords for movement, update the map, move the moving entity and return the destination tile



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# File 'lib/terminal_hero/classes/map.rb', line 153

def process_movement(mover, destination)
  # If player destination is out of bounds, display and log error, then exit
  begin
    raise InvalidInputError if !valid_move?(destination) && mover.instance_of?(Player)
  rescue InvalidInputError => e
    DisplayController
      .display_messages(GameData::MESSAGES[:general_error]
      .call("Movement", e, Utils.log_error(e), msg: GameData::MESSAGES[:out_of_bounds_error]))
    exit
  end
  # Return nil if monster tries to move out of bounds
  return nil unless valid_move?(destination)

  # Process move and if destination is not blocked and return destination tile 
  unless @grid[destination[:y]][destination[:x]].blocking
    @grid[mover.coords[:y]][mover.coords[:x]].entity = nil
    @grid[destination[:y]][destination[:x]].entity = mover
    mover.coords = destination
  end
  return @grid[destination[:y]][destination[:x]]
end

#remove_monster(monster) ⇒ Object

Remove a monster from the map



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# File 'lib/terminal_hero/classes/map.rb', line 213

def remove_monster(monster)
  @grid[monster.coords[:y]][monster.coords[:x]].entity = nil
  @monsters.delete(monster)
end

#setup_gridObject

Populate the map grid with terrain tiles in a semi-random distribution of regions expanding from the centre of the map outwards



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# File 'lib/terminal_hero/classes/map.rb', line 122

def setup_grid
  grid, h_cent, v_cent, h_rad, v_rad, max_variance = generate_grid_params
  variance = 0
  # Populate the map grid with terrain tiles
  grid.each_with_index do |row, y|
    row.map!.with_index do |_square, x|
      # First and last row and column are edge tiles
      if y == 0 || y == @height - 1 || x == 0 || x == @width - 1
        tile = Tile.new(**@symbols[:edge])
      # Tiles inside base radius (after variance) are region 1
      elsif in_radius?([y, x], [v_cent, h_cent], [v_rad, h_rad], variance)
        tile = Tile.new(**@symbols[:mountain])
      # Tiles not in region 1 that are inside 2 * base radius are region 2
      elsif in_radius?([y, x], [v_cent, h_cent], [v_rad * 2, h_rad * 2], variance)
        tile = Tile.new(**@symbols[:forest])
      # Everything else is region 3
      else
        tile = Tile.new(**@symbols[:plain])
      end
      # Change the variance applied to radius so region boundaries are irregular
      variance = Utils.collar(0, variance + rand(-1..1), max_variance)
      tile
    end
  end
  return grid
end

#valid_move?(coords) ⇒ Boolean

Check if coords are a valid destination within the map (but not necessarily open for movement)

Returns:

  • (Boolean)


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# File 'lib/terminal_hero/classes/map.rb', line 189

def valid_move?(coords)
  return false unless coords.is_a?(Hash)
  return false unless (0..(@width - 1)).include?(coords[:x])
  return false unless (0..(@height - 1)).include?(coords[:y])

  return true
end