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Helltaker - A python module to replicate Helltaker game mechanics

Installation

Clone repo, open console and navigate to repo:

// Setup an environment using whatever tool you like (optional)
python -m venv .env
.env/scripts/activate

// Install the local package
pip install .

Basic Usage

Gameplay requires two attributes: a map and the amount of Willpower available to the player.

The map is defined using symbols which represent different ingame entities; a mapping between entities and their symbol representation is available at the top of the file (called MAPSYMBOLS).

The map can be defined in two ways: as a 2d array where each element in the nested arrays is a string represent a cell of the map.

MAP = [
    ["C", "B", " "], ## Empty cells can be represented as a space
    ["B", "",  "T"]  ## or as an empty string
]

Alternatively, the array can be converted to a string where the cells are comma-separated and the rows are newline separated.

MAP = "C,B, \nB,,T" ## Like with the array version, the space 
                    ## representing empty cells can be ommitted

Maps require the Character Symbol be present in order to be valid.

Willpower should be an integer.

GameplaySequence

The GameplaySequence class is useful high-level class for simulating Helltaker Gameplay.

gp = GameplaySequence(MAP, 30) ## map and willpower
## Actions can then be taken using GameplaySequence.move or the directional shortcuts
gp.move("right")
gp.right()

Gameplay has two terminating states: Victory or Game Over. These are represented by the GameplaySequence.Victory and GameplaySequence.GameOver Exceptions which are raised when the corresponding state is reached.

The default conditions for these are identical to the main game: in the standard gameplay version, Victory is achieved by moving into a Target cell; Game Over is triggered by running out of Willpower or by being killed by a laser.

Gameplay Notes

  • All coordinates outside of the map are considered Walls. This means that attempting to move off the map results in no action being taken (among other implications).
  • Each action taken is added to the actions attribute. These are lowercase strings representing the direction in which the character was moved.
  • In normal gameplay, if the character is on an Activated Spike, the action costs an extra point of Willpower; this is indicated in the actions list by converting the action to all uppercase.
  • Only laser generators are represented as Entities on the map. In normal gameplay, the gameplay loop simply checks to see what squares the laser would pass through and then triggers a GameOver if the Character is in one of those squares.
  • This module only supports turn-based maps; it would require some modification to accomodate realtime maps.

Additional Features

  • The arguments for GameplaySequence can be loaded from a json file using GameplaySequence.loadfromjson(pathdescriptor). The json accepts the following keys:
{
    "name": "A name for the level", // Optional; a string

    "willpower": 10,            // Required; an integer

    "grid": [                   // Required; an array or string with the same
        ["C"," ","T"]           // formatting as described in Basic Usage
    ],

    "rules": [                  // Optional; Strings matching the GameplayRules
        "StandardRules",        // being used. if not provided, the default
        "TargetSquareRules"     // ruleset will be used. GameplayRules are
        ],                      // explained below

    "actions":[]                //Optional; prepopulates GameplaySequence's
                                // action list with the given actions. The grid
                                // should represent a state where these actions
                                // were already taken; willpower should not be
                                // adjusted.
}
  • Each action taken in GameplaySequence is performed within the context of the gameplay_loop function. This function performs pre- and post-move actions (such as updating the map and checking for Victory/Game Over conditions). This can be modified by passing the rulesets argument a list of GameplayRules objects. For example, to create a GameplaySequence that replicates the EX-mode gameplay:
MAP = [
    ["C", " ", "E"] ## E is the symbol for a functioning (not destroyed) Terminal
]

## With DestroyTerminalsRules, a Victory Exception will be raised when there are
## no non-destroyed Terminals remaining
gp = GameplaySequence(MAP, 10, rulesets = [StandardRules, DestroyTerminalsRules])
  • GameplayRules rules have two required attributes: PREMOVE and POSTMOVE. These should be lists of callback Functions which accept a GameplaySequence isntance as its only parameter. Functions in PREMOVE will be called before the Character moves and Functions in POSTMOVE are called after the character has moved and the map has been updated. As the callback has access to the GameplaySequence itself, it can affect the Gameplay in virtually any way. GameplayRules can also have an unwinnable(gameplaysequence) function: this function is purely an optimization function which can be used to determine if it is still possible for the chacter to win.

  • GameplaySequence is built on top of other lower-level classes: Map and Character. Map in particular can be leveraged to manipulate the current gamestate in ways that normally would not be possible (in which a GameplayRules object can raise a GameOver Exception).

  • As always, if you are unsure of the functionality of a function or class, the test files can help clarify its uses and limitations.

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