squirrel-battle/squirrelbattle/interfaces.py

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
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from enum import Enum, auto
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from math import sqrt
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from random import choice, randint
from typing import List, Optional, Union, Tuple
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from .display.texturepack import TexturePack
from .translations import gettext as _
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class Logs:
"""
The logs object stores the messages to display. It is encapsulating a list
of such messages, to allow multiple pointers to keep track of it even if
the list was to be reassigned.
"""
def __init__(self) -> None:
self.messages = []
def add_message(self, msg: str) -> None:
self.messages.append(msg)
def add_messages(self, msg: List[str]) -> None:
self.messages += msg
def clear(self) -> None:
self.messages = []
class Slope():
X: int
Y: int
def __init__(self, y: int, x: int) -> None:
self.Y = y
self.X = x
def compare(self, other: Union[Tuple[int, int], "Slope"]) -> int:
if isinstance(other, Slope):
y, x = other.Y, other.X
else:
y, x = other
return self.Y * x - self.X * y
def __lt__(self, other: Union[Tuple[int, int], "Slope"]) -> bool:
return self.compare(other) < 0
def __eq__(self, other: Union[Tuple[int, int], "Slope"]) -> bool:
return self.compare(other) == 0
class Map:
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"""
Object that represents a Map with its width, height
and tiles, that have their custom properties.
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"""
width: int
height: int
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start_y: int
start_x: int
tiles: List[List["Tile"]]
visibility: List[List[bool]]
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entities: List["Entity"]
logs: Logs
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# coordinates of the point that should be
# on the topleft corner of the screen
currentx: int
currenty: int
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def __init__(self, width: int, height: int, tiles: list,
start_y: int, start_x: int):
self.width = width
self.height = height
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self.start_y = start_y
self.start_x = start_x
self.tiles = tiles
self.visibility = [[False for _ in range(len(tiles[0]))]
for _ in range(len(tiles))]
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self.entities = []
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self.logs = Logs()
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def add_entity(self, entity: "Entity") -> None:
"""
Register a new entity in the map.
"""
self.entities.append(entity)
entity.map = self
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def remove_entity(self, entity: "Entity") -> None:
"""
Unregister an entity from the map.
"""
self.entities.remove(entity)
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def find_entities(self, entity_class: type) -> list:
return [entity for entity in self.entities
if isinstance(entity, entity_class)]
def is_free(self, y: int, x: int) -> bool:
"""
Indicates that the case at the coordinates (y, x) is empty.
"""
return 0 <= y < self.height and 0 <= x < self.width and \
self.tiles[y][x].can_walk() and \
not any(entity.x == x and entity.y == y for entity in self.entities)
@staticmethod
def load(filename: str) -> "Map":
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"""
Read a file that contains the content of a map, and build a Map object.
"""
with open(filename, "r") as f:
file = f.read()
return Map.load_from_string(file)
@staticmethod
def load_from_string(content: str) -> "Map":
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"""
Load a map represented by its characters and build a Map object.
"""
lines = content.split("\n")
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first_line = lines[0]
start_y, start_x = map(int, first_line.split(" "))
lines = [line for line in lines[1:] if line]
height = len(lines)
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width = len(lines[0])
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tiles = [[Tile.from_ascii_char(c)
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for x, c in enumerate(line)] for y, line in enumerate(lines)]
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return Map(width, height, tiles, start_y, start_x)
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@staticmethod
def load_dungeon_from_string(content: str) -> List[List["Tile"]]:
"""
Transforms a string into the list of corresponding tiles
"""
lines = content.split("\n")
tiles = [[Tile.from_ascii_char(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return tiles
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def draw_string(self, pack: TexturePack) -> str:
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"""
Draw the current map as a string object that can be rendered
in the window.
"""
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return "\n".join("".join(tile.char(pack) for tile in line)
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for line in self.tiles)
def spawn_random_entities(self, count: int) -> None:
"""
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Put randomly {count} hedgehogs on the map, where it is available.
"""
for _ignored in range(count):
y, x = 0, 0
while True:
y, x = randint(0, self.height - 1), randint(0, self.width - 1)
tile = self.tiles[y][x]
if tile.can_walk():
break
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entity = choice(Entity.get_all_entity_classes())()
entity.move(y, x)
self.add_entity(entity)
def compute_visibility(self, y: int, x: int, max_range: int) -> None:
"""
Sets the visible tiles to be the ones visible by an entity at point
(y, x), using a twaked shadow casting algorithm
"""
for line in self.visibility:
for i in range(len(line)):
line[i] = False
self.visibility[y][x] = True
for octant in range(8):
self.compute_visibility_octant(octant, (y, x), max_range, 1,
Slope(1, 1), Slope(0, 1))
def crop_top_visibility(self, octant: int, origin: Tuple[int, int],
x: int, top: Slope) -> int:
if top.X == 1:
top_y = x
else:
top_y = ((x * 2 - 1) * top.Y + top.X) / (top.X * 2)
if self.is_wall(top_y, x, octant, origin):
if top >= (top_y * 2 + 1, x * 2) and not\
self.is_wall(top_y + 1, x, octant, origin):
top_y += 1
else:
ax = x * 2
if self.is_wall(top_y + 1, x + 1, octant, origin):
ax += 1
if top > (top_y * 2 + 1, ax):
top_y += 1
return top_y
def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int],
x: int, bottom: Slope) -> int:
if bottom.Y == 0:
bottom_y = 0
else:
bottom_y = ((x * 2 + 1) * bottom.Y + bottom.X) /\
(bottom.X * 2)
if bottom >= (bottom_y * 2 + 1, x * 2) and\
self.is_wall(bottom_y, x, octant, origin) and\
not self.is_wall(bottom_y + 1, x, octant, origin):
bottom_y += 1
return bottom_y
def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
max_range: int, distance: int, top: Slope,
bottom: Slope) -> None:
for x in range(distance, max_range):
top_y = self.crop_top_visibility(octant, origin, x, top)
bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
was_opaque = -1
for y in range(top_y, bottom_y - 1, -1):
if sqrt(x**2 + y**2) > max_range:
continue
is_opaque = self.is_wall(y, x, octant, origin)
is_visible = is_opaque\
or ((y != top_y or top > (y * 4 - 1, x * 4 - 1))
and (y != bottom_y or bottom < (y * 4 + 1, x * 4 + 1)))
if is_visible:
self.set_visible(y, x, octant, origin)
if x == max_range:
continue
if is_opaque and was_opaque == 0:
nx, ny = x * 2, y * 2 + 1
if self.is_wall(y + 1, x, octant, origin):
nx -= 1
if top > (ny, nx):
if y == bottom_y:
bottom = Slope(ny, nx)
break
else:
self.compute_visibility_octant(
octant, origin, max_range, x + 1, top,
Slope(ny, nx))
else:
if y == bottom_y:
return
elif not is_opaque and was_opaque == 1:
nx, ny = x * 2, y * 2 + 1
if self.is_wall(y + 1, x + 1, octant, origin):
nx += 1
if bottom >= (ny, nx):
return
was_opaque = is_opaque
if was_opaque != 0:
break
@staticmethod
def translate_coord(y: int, x: int, octant: int,
origin: Tuple[int, int]) -> Tuple[int, int]:
ny, nx = origin
if octant == 0:
return nx + x, ny - y
elif octant == 1:
return nx + y, ny - x
elif octant == 2:
return nx - y, ny - x
elif octant == 3:
return nx - x, ny - y
elif octant == 4:
return nx - x, ny + y
elif octant == 5:
return nx - y, ny + x
elif octant == 6:
return nx + y, ny + x
elif octant == 7:
return nx + x, ny + y
def is_wall(self, y: int, x: int, octant: int,
origin: Tuple[int, int]) -> bool:
y, x = self.translate_coord(y, x, octant, origin)
return self.tiles[y][x].is_wall()
def set_visible(self, y: int, x: int, octant: int,
origin: Tuple[int, int]) -> None:
y, x = self.translate_coord(y, x, octant, origin)
self.visibility[y][x] = True
def tick(self) -> None:
"""
Trigger all entity events.
"""
for entity in self.entities:
entity.act(self)
def save_state(self) -> dict:
"""
Saves the map's attributes to a dictionary
"""
d = dict()
d["width"] = self.width
d["height"] = self.height
d["start_y"] = self.start_y
d["start_x"] = self.start_x
d["currentx"] = self.currentx
d["currenty"] = self.currenty
d["entities"] = []
for enti in self.entities:
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d["entities"].append(enti.save_state())
d["map"] = self.draw_string(TexturePack.ASCII_PACK)
return d
def load_state(self, d: dict) -> None:
"""
Loads the map's attributes from a dictionary
"""
self.width = d["width"]
self.height = d["height"]
self.start_y = d["start_y"]
self.start_x = d["start_x"]
self.currentx = d["currentx"]
self.currenty = d["currenty"]
self.tiles = self.load_dungeon_from_string(d["map"])
self.entities = []
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dictclasses = Entity.get_all_entity_classes_in_a_dict()
for entisave in d["entities"]:
self.add_entity(dictclasses[entisave["type"]](**entisave))
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class Tile(Enum):
"""
The internal representation of the tiles of the map
"""
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EMPTY = auto()
WALL = auto()
FLOOR = auto()
@staticmethod
def from_ascii_char(ch: str) -> "Tile":
"""
Maps an ascii character to its equivalent in the texture pack
"""
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for tile in Tile:
if tile.char(TexturePack.ASCII_PACK) == ch:
return tile
raise ValueError(ch)
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def char(self, pack: TexturePack) -> str:
"""
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Translates a Tile to the corresponding character according
to the texture pack
"""
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return getattr(pack, self.name)
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def is_wall(self) -> bool:
"""
Is this Tile a wall?
"""
return self == Tile.WALL
def can_walk(self) -> bool:
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"""
Check if an entity (player or not) can move in this tile.
"""
return not self.is_wall() and self != Tile.EMPTY
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class Entity:
"""
An Entity object represents any entity present on the map
"""
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y: int
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x: int
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name: str
map: Map
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# noinspection PyShadowingBuiltins
def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None,
map: Optional[Map] = None, *ignored, **ignored2):
self.y = y
self.x = x
self.name = name
self.map = map
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def check_move(self, y: int, x: int, move_if_possible: bool = False)\
-> bool:
"""
Checks if moving to (y,x) is authorized
"""
free = self.map.is_free(y, x)
if free and move_if_possible:
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self.move(y, x)
return free
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def move(self, y: int, x: int) -> bool:
"""
Moves an entity to (y,x) coordinates
"""
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self.y = y
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self.x = x
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return True
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def move_up(self, force: bool = False) -> bool:
"""
Moves the entity up one tile, if possible
"""
return self.move(self.y - 1, self.x) if force else \
self.check_move(self.y - 1, self.x, True)
def move_down(self, force: bool = False) -> bool:
"""
Moves the entity down one tile, if possible
"""
return self.move(self.y + 1, self.x) if force else \
self.check_move(self.y + 1, self.x, True)
def move_left(self, force: bool = False) -> bool:
"""
Moves the entity left one tile, if possible
"""
return self.move(self.y, self.x - 1) if force else \
self.check_move(self.y, self.x - 1, True)
def move_right(self, force: bool = False) -> bool:
"""
Moves the entity right one tile, if possible
"""
return self.move(self.y, self.x + 1) if force else \
self.check_move(self.y, self.x + 1, True)
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def act(self, m: Map) -> None:
"""
Define the action of the entity that is ran each tick.
By default, does nothing.
"""
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pass
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def distance_squared(self, other: "Entity") -> int:
"""
Get the square of the distance to another entity.
Useful to check distances since square root takes time.
"""
return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
def distance(self, other: "Entity") -> float:
"""
Get the cartesian distance to another entity.
"""
return sqrt(self.distance_squared(other))
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def is_fighting_entity(self) -> bool:
"""
Is this entity a fighting entity?
"""
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return isinstance(self, FightingEntity)
def is_item(self) -> bool:
"""
Is this entity an item?
"""
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from squirrelbattle.entities.items import Item
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return isinstance(self, Item)
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@property
def translated_name(self) -> str:
return _(self.name.replace("_", " "))
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@staticmethod
def get_all_entity_classes():
"""
Returns all entities subclasses
"""
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
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Rabbit, TeddyBear
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return [BodySnatchPotion, Bomb, Heart, Hedgehog,
Rabbit, TeddyBear, Tiger]
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@staticmethod
def get_all_entity_classes_in_a_dict() -> dict:
"""
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Returns all entities subclasses in a dictionary
"""
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from squirrelbattle.entities.player import Player
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from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
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TeddyBear
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
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return {
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"Tiger": Tiger,
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"Bomb": Bomb,
"Heart": Heart,
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"BodySnatchPotion": BodySnatchPotion,
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"Hedgehog": Hedgehog,
"Rabbit": Rabbit,
"TeddyBear": TeddyBear,
"Player": Player,
}
def save_state(self) -> dict:
"""
Saves the coordinates of the entity
"""
d = dict()
d["x"] = self.x
d["y"] = self.y
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d["type"] = self.__class__.__name__
return d
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class FightingEntity(Entity):
"""
A FightingEntity is an entity that can fight, and thus has a health,
level and stats
"""
maxhealth: int
health: int
strength: int
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intelligence: int
charisma: int
dexterity: int
constitution: int
level: int
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def __init__(self, maxhealth: int = 0, health: Optional[int] = None,
strength: int = 0, intelligence: int = 0, charisma: int = 0,
dexterity: int = 0, constitution: int = 0, level: int = 0,
*args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self.maxhealth = maxhealth
self.health = maxhealth if health is None else health
self.strength = strength
self.intelligence = intelligence
self.charisma = charisma
self.dexterity = dexterity
self.constitution = constitution
self.level = level
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@property
def dead(self) -> bool:
return self.health <= 0
def hit(self, opponent: "FightingEntity") -> str:
"""
Deals damage to the opponent, based on the stats
"""
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return _("{name} hits {opponent}.")\
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.format(name=_(self.translated_name.capitalize()),
opponent=_(opponent.translated_name)) + " " + \
opponent.take_damage(self, self.strength)
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def take_damage(self, attacker: "Entity", amount: int) -> str:
"""
Take damage from the attacker, based on the stats
"""
self.health -= amount
if self.health <= 0:
self.die()
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return _("{name} takes {amount} damage.")\
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.format(name=self.translated_name.capitalize(), amount=str(amount))\
+ (" " + _("{name} dies.")
.format(name=self.translated_name.capitalize())
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if self.health <= 0 else "")
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def die(self) -> None:
"""
If a fighting entity has no more health, it dies and is removed
"""
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self.map.remove_entity(self)
def keys(self) -> list:
"""
Returns a fighting entities specific attributes
"""
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return ["name", "maxhealth", "health", "level", "strength",
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"intelligence", "charisma", "dexterity", "constitution"]
def save_state(self) -> dict:
"""
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Saves the state of the entity into a dictionary
"""
d = super().save_state()
for name in self.keys():
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d[name] = getattr(self, name)
return d