squirrel-battle/squirrelbattle/game.py

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# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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import curses
import json
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from json import JSONDecodeError
import os
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from random import randint
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import sys
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from typing import Any, List, Optional
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from . import menus
from .entities.player import Player
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from .enums import DisplayActions, GameMode, KeyValues
from .interfaces import Logs, Map
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from .resources import ResourceManager
from .settings import Settings
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from .translations import gettext as _, Translator
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class Game:
"""
The game object controls all actions in the game.
"""
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maps: List[Map]
map_index: int
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player: Player
screen: Any
# display_actions is a display interface set by the bootstrapper
display_actions: callable
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def __init__(self) -> None:
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"""
Initiates the game.
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"""
self.state = GameMode.MAINMENU
self.waiting_for_friendly_key = False
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self.waiting_for_launch_key = False
self.is_in_store_menu = True
self.is_in_chest_menu = True
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
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Translator.setlocale(self.settings.LOCALE)
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self.main_menu = menus.MainMenu()
self.settings_menu = menus.SettingsMenu()
self.settings_menu.update_values(self.settings)
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self.inventory_menu = menus.InventoryMenu()
self.store_menu = menus.StoreMenu()
self.chest_menu = menus.ChestMenu()
self.logs = Logs()
self.message = None
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def new_game(self) -> None:
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"""
Creates a new game on the screen.
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"""
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# TODO generate a new map procedurally
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self.maps = []
self.map_index = 0
self.map = Map.load(ResourceManager.get_asset_path("example_map.txt"))
self.map.logs = self.logs
self.logs.clear()
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self.player = Player()
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self.map.add_entity(self.player)
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self.player.move(self.map.start_y, self.map.start_x)
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self.map.spawn_random_entities(randint(3, 10))
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self.inventory_menu.update_player(self.player)
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@property
def map(self) -> Map:
"""
Return the current map where the user is.
"""
return self.maps[self.map_index]
@map.setter
def map(self, m: Map) -> None:
"""
Redefine the current map.
"""
if len(self.maps) == self.map_index:
# Insert new map
self.maps.append(m)
# Redefine the current map
self.maps[self.map_index] = m
def run(self, screen: Any) -> None: # pragma no cover
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"""
Main infinite loop.
We wait for the player's action, then we do what should be done
when a key gets pressed.
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"""
screen.refresh()
while True:
screen.erase()
screen.noutrefresh()
self.display_actions(DisplayActions.REFRESH)
curses.doupdate()
try:
key = screen.getkey()
except KeyboardInterrupt:
exit(0)
return
if key == "KEY_MOUSE":
_ignored1, x, y, _ignored2, attr = curses.getmouse()
self.display_actions(DisplayActions.MOUSE, y, x, attr)
else:
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
-> None:
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"""
Indicates what should be done when a given key is pressed,
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according to the current game state.
"""
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if self.message:
self.message = None
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self.display_actions(DisplayActions.REFRESH)
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return
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if self.state == GameMode.PLAY:
if self.waiting_for_friendly_key:
# The player requested to talk with a friendly entity
self.handle_friendly_entity_chat(key)
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elif self.waiting_for_launch_key:
# The player requested to launch
self.handle_launch(key)
else:
self.handle_key_pressed_play(key)
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elif self.state == GameMode.INVENTORY:
self.handle_key_pressed_inventory(key)
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elif self.state == GameMode.MAINMENU:
self.handle_key_pressed_main_menu(key)
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elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
elif self.state == GameMode.STORE:
self.handle_key_pressed_store(key)
elif self.state == GameMode.CHEST:
self.handle_key_pressed_chest(key)
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elif self.state == GameMode.CREDITS:
self.state = GameMode.MAINMENU
self.display_actions(DisplayActions.REFRESH)
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def handle_key_pressed_play(self, key: KeyValues) -> None: # noqa: C901
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"""
In play mode, arrows or zqsd move the main character.
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"""
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if key == KeyValues.UP:
if self.player.move_up():
self.map.tick(self.player)
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elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick(self.player)
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elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick(self.player)
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elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick(self.player)
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elif key == KeyValues.INVENTORY:
self.state = GameMode.INVENTORY
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self.display_actions(DisplayActions.UPDATE)
elif key == KeyValues.USE and self.player.equipped_main:
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if self.player.equipped_main:
self.player.equipped_main.use()
if self.player.equipped_secondary:
self.player.equipped_secondary.use()
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elif key == KeyValues.LAUNCH:
# Wait for the direction to launch in
self.waiting_for_launch_key = True
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elif key == KeyValues.SPACE:
self.state = GameMode.MAINMENU
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elif key == KeyValues.CHAT:
# Wait for the direction of the friendly entity
self.waiting_for_friendly_key = True
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elif key == KeyValues.WAIT:
self.map.tick(self.player)
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elif key == KeyValues.LADDER:
self.handle_ladder()
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elif key == KeyValues.DANCE:
self.player.dance()
self.map.tick(self.player)
def handle_ladder(self) -> None:
"""
The player pressed the ladder key to switch map
"""
# On a ladder, we switch level
y, x = self.player.y, self.player.x
if not self.map.tiles[y][x].is_ladder():
return
# We move up on the ladder of the beginning,
# down at the end of the stage
move_down = y != self.map.start_y and x != self.map.start_x
old_map = self.map
self.map_index += 1 if move_down else -1
if self.map_index == -1:
self.map_index = 0
return
while self.map_index >= len(self.maps):
# TODO: generate a new map
self.maps.append(Map.load(ResourceManager.get_asset_path(
"example_map_2.txt")))
new_map = self.map
new_map.floor = self.map_index
old_map.remove_entity(self.player)
new_map.add_entity(self.player)
if move_down:
self.player.move(self.map.start_y, self.map.start_x)
self.logs.add_message(
_("The player climbs down to the floor {floor}.")
.format(floor=-self.map_index))
else:
# Find the ladder of the end of the game
ladder_y, ladder_x = -1, -1
for y in range(self.map.height):
for x in range(self.map.width):
if (y, x) != (self.map.start_y, self.map.start_x) \
and self.map.tiles[y][x].is_ladder():
ladder_y, ladder_x = y, x
break
self.player.move(ladder_y, ladder_x)
self.logs.add_message(
_("The player climbs up the floor {floor}.")
.format(floor=-self.map_index))
self.display_actions(DisplayActions.UPDATE)
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def handle_friendly_entity_chat(self, key: KeyValues) -> None:
"""
If the player tries to talk to a friendly entity, the game waits for
a directional key to be pressed, verifies there is a friendly entity
in that direction and then lets the player interact with it.
"""
if not self.waiting_for_friendly_key:
return
self.waiting_for_friendly_key = False
if key == KeyValues.UP:
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xp = self.player.x
yp = self.player.y - 1
elif key == KeyValues.DOWN:
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xp = self.player.x
yp = self.player.y + 1
elif key == KeyValues.LEFT:
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xp = self.player.x - 1
yp = self.player.y
elif key == KeyValues.RIGHT:
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xp = self.player.x + 1
yp = self.player.y
else:
return
if self.map.entity_is_present(yp, xp):
for entity in self.map.entities:
if entity.is_friendly() and entity.x == xp and \
entity.y == yp:
msg = entity.talk_to(self.player)
self.logs.add_message(msg)
if entity.is_merchant():
self.state = GameMode.STORE
self.is_in_store_menu = True
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self.store_menu.update_merchant(entity)
self.display_actions(DisplayActions.UPDATE)
elif entity.is_chest():
self.state = GameMode.CHEST
self.is_in_chest_menu = True
self.chest_menu.update_chest(entity)
self.display_actions(DisplayActions.UPDATE)
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def handle_launch(self, key: KeyValues) -> None:
"""
If the player tries to throw something in a direction, the game looks
for entities in that direction and within the range of the player's
weapon and adds damage
"""
if not self.waiting_for_launch_key:
return
self.waiting_for_launch_key = False
if key == KeyValues.UP:
direction = 0
elif key == KeyValues.DOWN:
direction = 2
elif key == KeyValues.LEFT:
direction = 3
elif key == KeyValues.RIGHT:
direction = 1
else:
return
if self.player.equipped_main:
if self.player.equipped_main.throw(direction):
self.map.tick(self.player)
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
"""
In the inventory menu, we can interact with items or close the menu.
"""
if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
self.state = GameMode.PLAY
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elif key == KeyValues.UP:
self.inventory_menu.go_up()
elif key == KeyValues.DOWN:
self.inventory_menu.go_down()
if self.inventory_menu.values and not self.player.dead:
if key == KeyValues.USE:
self.inventory_menu.validate().use()
elif key == KeyValues.EQUIP:
self.inventory_menu.validate().equip()
elif key == KeyValues.DROP:
self.inventory_menu.validate().drop()
# Ensure that the cursor has a good position
self.inventory_menu.position = min(self.inventory_menu.position,
len(self.inventory_menu.values)
- 1)
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def handle_key_pressed_store(self, key: KeyValues) -> None:
"""
In a store menu, we can buy items or close the menu.
"""
menu = self.store_menu if self.is_in_store_menu else self.inventory_menu
if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
self.state = GameMode.PLAY
elif key == KeyValues.UP:
menu.go_up()
elif key == KeyValues.DOWN:
menu.go_down()
elif key == KeyValues.LEFT:
self.is_in_store_menu = False
self.display_actions(DisplayActions.UPDATE)
elif key == KeyValues.RIGHT:
self.is_in_store_menu = True
self.display_actions(DisplayActions.UPDATE)
if menu.values and not self.player.dead:
if key == KeyValues.ENTER:
item = menu.validate()
owner = self.store_menu.merchant if self.is_in_store_menu \
else self.player
buyer = self.player if self.is_in_store_menu \
else self.store_menu.merchant
flag = item.be_sold(buyer, owner)
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if not flag:
self.message = _("The buyer does not have enough money")
self.display_actions(DisplayActions.UPDATE)
# Ensure that the cursor has a good position
menu.position = min(menu.position, len(menu.values) - 1)
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def handle_key_pressed_chest(self, key: KeyValues) -> None:
"""
In a chest menu, we can take or put items or close the menu.
"""
menu = self.chest_menu if self.is_in_chest_menu else self.inventory_menu
if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
self.state = GameMode.PLAY
elif key == KeyValues.UP:
menu.go_up()
elif key == KeyValues.DOWN:
menu.go_down()
elif key == KeyValues.LEFT:
self.is_in_chest_menu = False
self.display_actions(DisplayActions.UPDATE)
elif key == KeyValues.RIGHT:
self.is_in_chest_menu = True
self.display_actions(DisplayActions.UPDATE)
if menu.values and not self.player.dead:
if key == KeyValues.ENTER:
item = menu.validate()
owner = self.chest_menu.chest if self.is_in_chest_menu \
else self.player
buyer = self.player if self.is_in_chest_menu \
else self.chest_menu.chest
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item.be_sold(buyer, owner, for_free=True)
self.display_actions(DisplayActions.UPDATE)
# Ensure that the cursor has a good position
menu.position = min(menu.position, len(menu.values) - 1)
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
"""
In the main menu, we can navigate through different options.
"""
if key == KeyValues.DOWN:
self.main_menu.go_down()
if key == KeyValues.UP:
self.main_menu.go_up()
if key == KeyValues.ENTER:
option = self.main_menu.validate()
if option == menus.MainMenuValues.START:
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self.new_game()
self.display_actions(DisplayActions.UPDATE)
self.state = GameMode.PLAY
if option == menus.MainMenuValues.RESUME:
self.state = GameMode.PLAY
elif option == menus.MainMenuValues.SAVE:
self.save_game()
elif option == menus.MainMenuValues.LOAD:
self.load_game()
elif option == menus.MainMenuValues.SETTINGS:
self.state = GameMode.SETTINGS
elif option == menus.MainMenuValues.EXIT:
sys.exit(0)
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def save_state(self) -> dict:
"""
Saves the game to a dictionary.
"""
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return dict(map_index=self.map_index,
maps=[m.save_state() for m in self.maps])
def load_state(self, d: dict) -> None:
"""
Loads the game from a dictionary.
"""
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try:
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self.map_index = d["map_index"]
self.maps = [Map().load_state(map_dict) for map_dict in d["maps"]]
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except KeyError:
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self.message = _("Some keys are missing in your save file.\n"
"Your save seems to be corrupt. It got deleted.")
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os.unlink(ResourceManager.get_config_path("save.json"))
self.display_actions(DisplayActions.UPDATE)
return
players = self.map.find_entities(Player)
if not players:
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self.message = _("No player was found on this map!\n"
"Maybe you died?")
self.player.health = 0
self.display_actions(DisplayActions.UPDATE)
return
self.player = players[0]
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self.map.compute_visibility(self.player.y, self.player.x,
self.player.vision)
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self.display_actions(DisplayActions.UPDATE)
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def load_game(self) -> None:
"""
Loads the game from a file.
"""
file_path = ResourceManager.get_config_path("save.json")
if os.path.isfile(file_path):
with open(file_path, "r") as f:
try:
state = json.loads(f.read())
self.load_state(state)
except JSONDecodeError:
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self.message = _("The JSON file is not correct.\n"
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"Your save seems corrupted. "
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"It got deleted.")
os.unlink(file_path)
self.display_actions(DisplayActions.UPDATE)
def save_game(self) -> None:
"""
Saves the game to a file.
"""
with open(ResourceManager.get_config_path("save.json"), "w") as f:
f.write(json.dumps(self.save_state()))