Complete Roguelike Tutorial, using python+libtcod, part 6 code

 This is part of the code for a series of tutorials; the main page can be found here.

AI

```import libtcodpy as libtcod
import math

#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50

#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 45

#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 3

FOV_ALGO = 0  #default FOV algorithm
FOV_LIGHT_WALLS = True  #light walls or not

LIMIT_FPS = 20  #20 frames-per-second maximum

color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)

class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked

#all tiles start unexplored
self.explored = False

#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight

class Rect:
#a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h

def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)

def intersect(self, other):
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)

class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
if self.fighter:  #let the fighter component know who owns it
self.fighter.owner = self

self.ai = ai
if self.ai:  #let the AI component know who owns it
self.ai.owner = self

def move(self, dx, dy):
#move by the given amount, if the destination is not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy

def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)

#normalize it to length 1 (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)

def distance_to(self, other):
#return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)

def draw(self):
#only show if it's visible to the player
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
#set the color and then draw the character that represents this object at its position
libtcod.console_set_foreground_color(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)

def clear(self):
#erase the character that represents this object
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)

class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, defense, power):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power

class BasicMonster:
#AI for a basic monster.
def take_turn(self):
#a basic monster takes its turn. if you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):

#move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)

#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
print 'The attack of the ' + monster.name + ' bounces off your shiny metal armor!'

def is_blocked(x, y):
#first test the map tile
if map[x][y].blocked:
return True

#now check for any blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True

return False

def create_room(room):
global map
#go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False

def create_h_tunnel(x1, x2, y):
global map
#horizontal tunnel. min() and max() are used in case x1>x2
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False

def create_v_tunnel(y1, y2, x):
global map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False

def make_map():
global map, player

#fill map with "blocked" tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]

rooms = []
num_rooms = 0

for r in range(MAX_ROOMS):
#random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)

#"Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)

#run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break

if not failed:
#this means there are no intersections, so this room is valid

#"paint" it to the map's tiles
create_room(new_room)

#add some contents to this room, such as monsters
place_objects(new_room)

#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()

if num_rooms == 0:
#this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
#all rooms after the first:
#connect it to the previous room with a tunnel

#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()

#draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
#first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
#first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)

#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1

def place_objects(room):
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)

for i in range(num_monsters):
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1, room.x2)
y = libtcod.random_get_int(0, room.y1, room.y2)

#only place it if the tile is not blocked
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80:  #80% chance of getting an orc
#create an orc
fighter_component = Fighter(hp=10, defense=0, power=3)
ai_component = BasicMonster()

monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
else:
#create a troll
fighter_component = Fighter(hp=16, defense=1, power=4)
ai_component = BasicMonster()

monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component, ai=ai_component)

objects.append(monster)

def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute

if fov_recompute:
#recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)

#go through all tiles, and set their background color according to the FOV
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
#if it's not visible right now, the player can only see it if it's explored
if map[x][y].explored:
if wall:
libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET)
else:
#it's visible
if wall:
libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET )
#since it's visible, explore it
map[x][y].explored = True

#draw all objects in the list
for object in objects:
object.draw()

#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

def player_move_or_attack(dx, dy):
global fov_recompute

#the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy

#try to find an attackable object there
target = None
for object in objects:
if object.x == x and object.y == y:
target = object
break

#attack if target found, move otherwise
if target is not None:
print 'The ' + target.name + ' laughs at your puny efforts to attack him!'
else:
player.move(dx, dy)
fov_recompute = True

def handle_keys():
#key = libtcod.console_check_for_keypress()  #real-time
key = libtcod.console_wait_for_keypress(True)  #turn-based

if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

elif key.vk == libtcod.KEY_ESCAPE:
return 'exit'  #exit game

if game_state == 'playing':
#movement keys
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player_move_or_attack(0, -1)

elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player_move_or_attack(0, 1)

elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player_move_or_attack(-1, 0)

elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player_move_or_attack(1, 0)

else:
return 'didnt-take-turn'

#############################################
# Initialization & Main Loop
#############################################

libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.sys_set_fps(LIMIT_FPS)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)

#create object representing the player
fighter_component = Fighter(hp=30, defense=2, power=5)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)

#the list of objects with just the player
objects = [player]

#generate map (at this point it's not drawn to the screen)
make_map()

#create the FOV map, according to the generated map
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)

fov_recompute = True
game_state = 'playing'
player_action = None

while not libtcod.console_is_window_closed():

#render the screen
render_all()

libtcod.console_flush()

#erase all objects at their old locations, before they move
for object in objects:
object.clear()

#handle keys and exit game if needed
player_action = handle_keys()
if player_action == 'exit':
break

#let monsters take their turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()```

Untimely deaths

```import libtcodpy as libtcod
import math

#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50

#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 45

#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
MAX_ROOM_MONSTERS = 3

FOV_ALGO = 0  #default FOV algorithm
FOV_LIGHT_WALLS = True  #light walls or not

LIMIT_FPS = 20  #20 frames-per-second maximum

color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)

class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked

#all tiles start unexplored
self.explored = False

#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight

class Rect:
#a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h

def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)

def intersect(self, other):
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)

class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.fighter = fighter
if self.fighter:  #let the fighter component know who owns it
self.fighter.owner = self

self.ai = ai
if self.ai:  #let the AI component know who owns it
self.ai.owner = self

def move(self, dx, dy):
#move by the given amount, if the destination is not blocked
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy

def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)

#normalize it to length 1 (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)

def distance_to(self, other):
#return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)

def send_to_back(self):
#make this object be drawn first, so all others appear above it if they're in the same tile.
global objects
objects.remove(self)
objects.insert(0, self)

def draw(self):
#only show if it's visible to the player
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
#set the color and then draw the character that represents this object at its position
libtcod.console_set_foreground_color(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)

def clear(self):
#erase the character that represents this object
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)

class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, defense, power, death_function=None):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.death_function = death_function

def attack(self, target):
#a simple formula for attack damage
damage = self.power - target.fighter.defense

if damage > 0:
#make the target take some damage
print self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.'
target.fighter.take_damage(damage)
else:
print self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!'

def take_damage(self, damage):
#apply damage if possible
if damage > 0:
self.hp -= damage

#check for death. if there's a death function, call it
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)

class BasicMonster:
#AI for a basic monster.
def take_turn(self):
#a basic monster takes its turn. if you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):

#move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)

#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
monster.fighter.attack(player)

def is_blocked(x, y):
#first test the map tile
if map[x][y].blocked:
return True

#now check for any blocking objects
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True

return False

def create_room(room):
global map
#go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False

def create_h_tunnel(x1, x2, y):
global map
#horizontal tunnel. min() and max() are used in case x1>x2
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False

def create_v_tunnel(y1, y2, x):
global map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False

def make_map():
global map, player

#fill map with "blocked" tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]

rooms = []
num_rooms = 0

for r in range(MAX_ROOMS):
#random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)

#"Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)

#run through the other rooms and see if they intersect with this one
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break

if not failed:
#this means there are no intersections, so this room is valid

#"paint" it to the map's tiles
create_room(new_room)

#add some contents to this room, such as monsters
place_objects(new_room)

#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()

if num_rooms == 0:
#this is the first room, where the player starts at
player.x = new_x
player.y = new_y
else:
#all rooms after the first:
#connect it to the previous room with a tunnel

#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()

#draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
#first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
#first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)

#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1

def place_objects(room):
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)

for i in range(num_monsters):
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1, room.x2)
y = libtcod.random_get_int(0, room.y1, room.y2)

#only place it if the tile is not blocked
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80:  #80% chance of getting an orc
#create an orc
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()

monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
else:
#create a troll
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()

monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component, ai=ai_component)

objects.append(monster)

def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute

if fov_recompute:
#recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)

#go through all tiles, and set their background color according to the FOV
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
#if it's not visible right now, the player can only see it if it's explored
if map[x][y].explored:
if wall:
libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET)
else:
#it's visible
if wall:
libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET )
else:
libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET )
#since it's visible, explore it
map[x][y].explored = True

#draw all objects in the list, except the player. we want it to
#always appear over all other objects! so it's drawn later.
for object in objects:
if object != player:
object.draw()
player.draw()

#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)

#show the player's stats
libtcod.console_set_foreground_color(con, libtcod.white)
libtcod.console_print_left(0, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE,
'HP: ' + str(player.fighter.hp) + '/' + str(player.fighter.max_hp))

def player_move_or_attack(dx, dy):
global fov_recompute

#the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy

#try to find an attackable object there
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break

#attack if target found, move otherwise
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True

def handle_keys():
#key = libtcod.console_check_for_keypress()  #real-time
key = libtcod.console_wait_for_keypress(True)  #turn-based

if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())

elif key.vk == libtcod.KEY_ESCAPE:
return 'exit'  #exit game

if game_state == 'playing':
#movement keys
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player_move_or_attack(0, -1)

elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player_move_or_attack(0, 1)

elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player_move_or_attack(-1, 0)

elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player_move_or_attack(1, 0)
else:
return 'didnt-take-turn'

def player_death(player):
#the game ended!
global game_state
print 'You died!'

#for added effect, transform the player into a corpse!
player.char = '%'
player.color = libtcod.dark_red

def monster_death(monster):
#transform it into a nasty corpse! it doesn't block, can't be
#attacked and doesn't move
print monster.name.capitalize() + ' is dead!'
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()

#############################################
# Initialization & Main Loop
#############################################

libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.sys_set_fps(LIMIT_FPS)
con = libtcod.console_new(SCREEN_WIDTH, SCREEN_HEIGHT)

#create object representing the player
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)

#the list of objects with just the player
objects = [player]

#generate map (at this point it's not drawn to the screen)
make_map()

#create the FOV map, according to the generated map
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)

fov_recompute = True
game_state = 'playing'
player_action = None

while not libtcod.console_is_window_closed():

#render the screen
render_all()

libtcod.console_flush()

#erase all objects at their old locations, before they move
for object in objects:
object.clear()

#handle keys and exit game if needed
player_action = handle_keys()
if player_action == 'exit':
break

#let monsters take their turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
if object.ai:
object.ai.take_turn()```