squirrel-battle/squirrelbattle/game.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 json import JSONDecodeError
from random import randint
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from typing import Any, Optional
import json
import os
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import sys
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from .entities.player import Player
from .enums import GameMode, KeyValues, DisplayActions
from .interfaces import Map, Logs
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from .resources import ResourceManager
from .settings import Settings
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from . import menus
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from .translations import gettext as _, Translator
from typing import Callable
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class Game:
"""
The game object controls all actions in the game.
"""
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map: Map
player: Player
screen: Any
# display_actions is a display interface set by the bootstrapper
display_actions: Callable[[DisplayActions], None]
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def __init__(self) -> None:
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"""
Init the game.
"""
self.state = GameMode.MAINMENU
self.waiting_for_friendly_key = False
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)
self.inventory_menu = menus.InventoryMenu()
self.store_menu = menus.StoreMenu()
self.logs = Logs()
self.message = None
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def new_game(self) -> None:
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"""
Create a new game on the screen.
"""
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# TODO generate a new map procedurally
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))
self.inventory_menu.update_player(self.player)
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def run(self, screen: Any) -> None:
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"""
Main infinite loop.
We wait for the player's action, then we do what that should be done
when the given key gets pressed.
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"""
while True: # pragma no cover
screen.erase()
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screen.refresh()
self.display_actions(DisplayActions.REFRESH)
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key = screen.getkey()
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 the given key is pressed,
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)
else:
self.handle_key_pressed_play(key)
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)
self.display_actions(DisplayActions.REFRESH)
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def handle_key_pressed_play(self, key: KeyValues) -> None:
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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()
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elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick()
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elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick()
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elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick()
elif key == KeyValues.INVENTORY:
self.state = GameMode.INVENTORY
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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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def handle_friendly_entity_chat(self, key: KeyValues) -> None:
"""
If the player is talking to a friendly entity, we get the direction
where the entity is, then we 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.store_menu.update_merchant(entity)
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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
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.
"""
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if key == KeyValues.SPACE:
self.state = GameMode.PLAY
elif key == KeyValues.UP:
self.store_menu.go_up()
elif key == KeyValues.DOWN:
self.store_menu.go_down()
if self.store_menu.values and not self.player.dead:
if key == KeyValues.ENTER:
item = self.store_menu.validate()
flag = item.be_sold(self.player, self.store_menu.merchant)
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if not flag:
self.message = _("You do not have enough money")
self.display_actions(DisplayActions.UPDATE)
# Ensure that the cursor has a good position
self.store_menu.position = min(self.store_menu.position,
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len(self.store_menu.values) - 1)
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
"""
In the main menu, we can navigate through 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:
"""
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Saves the game to a dictionary
"""
return self.map.save_state()
def load_state(self, d: dict) -> None:
"""
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Loads the game from a dictionary
"""
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try:
self.map.load_state(d)
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.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()))