Render encounters

This commit is contained in:
henriquenakashima 2021-03-28 15:09:08 -04:00
parent 075e373ab2
commit f6b0f860f7
8 changed files with 148 additions and 16 deletions

View file

@ -1,5 +1,42 @@
from map.quest_map import QuestMap
import random
from typing import List
import map.quest_map
from map.quest_map import QuestMap, MapEncounter, EncounterType
def generate_encounter_inaccessible() -> MapEncounter:
return MapEncounter(EncounterType.INACCESSIBLE)
def generate_encounter_battle(battle_type: EncounterType):
assert battle_type in map.quest_map.ENCOUNTER_TYPES_BATTLE
return MapEncounter(battle_type)
def generate_encounter_town():
town_type = random.choice(map.quest_map.ENCOUNTER_TYPES_TOWN)
return MapEncounter(town_type)
def generate_map() -> QuestMap:
return QuestMap()
quest_map = QuestMap()
encounters_rows = []
for r in range(11):
row: List[MapEncounter] = []
if r == 10:
row.append(generate_encounter_inaccessible())
row.append(generate_encounter_battle(EncounterType.BATTLE_BOSS))
row.append(generate_encounter_inaccessible())
elif r in (1, 4, 7):
elite_column = random.randrange(4) # 75% chance of elite
for c in range(3):
battle_type = EncounterType.BATTLE_ELITE if c == elite_column else EncounterType.BATTLE_REGULAR
row.append(generate_encounter_battle(battle_type))
else:
for c in range(3):
row.append(generate_encounter_town())
encounters_rows.append(row)
quest_map.encounters = encounters_rows
return quest_map