Merge branch 'master' into map_generation

# Conflicts:
#	dungeonbattle/game.py
#	squirrelbattle/mapgeneration/__init__.py
#	squirrelbattle/mapgeneration/randomwalk.py
This commit is contained in:
Yohann D'ANELLO 2020-12-11 02:14:47 +01:00
commit 7db2dd2b46
94 changed files with 5326 additions and 1243 deletions

15
.gitignore vendored
View File

@ -8,6 +8,21 @@ venv/
.pytest_cache/
__pycache__
*.pyc
# Ignore build data
build/
dist/
*.egg-info/
# Don't commit settings
settings.json
# Don't commit game save
save.json
# Don't commit docs output
docs/_build
# Don't commit compiled messages
*.mo

View File

@ -1,11 +1,13 @@
stages:
- test
- quality-assurance
- build
py37:
stage: test
image: python:3.7-alpine
before_script:
- apk add --no-cache gettext
- pip install tox
script: tox -e py3
@ -13,6 +15,7 @@ py38:
stage: test
image: python:3.8-alpine
before_script:
- apk add --no-cache gettext
- pip install tox
script: tox -e py3
@ -21,6 +24,7 @@ py39:
stage: test
image: python:3.9-alpine
before_script:
- apk add --no-cache gettext
- pip install tox
script: tox -e py3
@ -31,3 +35,18 @@ linters:
- pip install tox
script: tox -e linters
allow_failure: true
build-deb:
image: debian:buster-slim
stage: build
before_script:
- apt-get update && apt-get -y --no-install-recommends install build-essential debmake dh-python debhelper gettext python3-all python3-setuptools
script:
- dpkg-buildpackage
- mkdir build && cp ../*.deb build/
artifacts:
paths:
- build/*.deb
expire_in: 1 week
only:
- master

674
COPYING Normal file
View File

@ -0,0 +1,674 @@
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Copyright (C) 2020 ÿnérant, eichhornchen, nicomarg, charlse
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
Squirrel Battle Copyright (C) 2020 ÿnérant, eichhornchen, nicomarg, charlse
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@ -1,35 +1,15 @@
[![pipeline status](https://gitlab.crans.org/ynerant/dungeon-battle/badges/master/pipeline.svg)](https://gitlab.crans.org/ynerant/dungeon-battle/-/commits/master)
[![coverage report](https://gitlab.crans.org/ynerant/dungeon-battle/badges/master/coverage.svg)](https://gitlab.crans.org/ynerant/dungeon-battle/-/commits/master)
[![pipeline status](https://gitlab.crans.org/ynerant/squirrel-battle/badges/master/pipeline.svg)](https://gitlab.crans.org/ynerant/squirrel-battle/-/commits/master)
[![coverage report](https://gitlab.crans.org/ynerant/squirrel-battle/badges/master/coverage.svg)](https://gitlab.crans.org/ynerant/squirrel-battle/-/commits/master)
[![Documentation Status](https://readthedocs.org/projects/squirrel-battle/badge/?version=latest)](https://squirrel-battle.readthedocs.io/fr/latest/?badge=latest)
[![PyPI](https://img.shields.io/pypi/v/squirrel-battle)](https://pypi.org/project/squirrel-battle/)
[![PYPI downloads](https://img.shields.io/pypi/dm/squirrel-battle)](https://pypi.org/project/squirrel-battle/)
[![AUR version](https://img.shields.io/aur/version/python-squirrel-battle)](https://aur.archlinux.org/packages/python-squirrel-battle/)
[![License: GPL v3](https://img.shields.io/badge/License-GPL%20v3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0.txt)
# Dungeon Battle
# Squirrel Battle
M1 Software engineering project
Attention aux couteaux des écureuils !
## Création d'un environnement de développement
## Documentation
Il est toujours préférable de travailler dans un environnement Python isolé du reste de son instalation.
1. **Installation des dépendances de la distribution.**
Vous devez déjà installer Python et le module qui permet de créer des environnements virtuels.
On donne ci-dessous l'exemple pour une distribution basée sur Debian, mais vous pouvez facilement adapter pour ArchLinux ou autre.
```bash
$ sudo apt update
$ sudo apt install --no-install-recommends -y python3-setuptools python3-venv python3-dev git
```
2. **Clonage du dépot** là où vous voulez :
```bash
$ git clone git@gitlab.crans.org:ynerant/dungeon-battle.git && cd dungeon-battle
```
3. **Création d'un environment de travail Python décorrélé du système.**
On n'utilise pas `--system-site-packages` ici pour ne pas avoir des clashs de versions de modules avec le système.
```bash
$ python3 -m venv env
$ source env/bin/activate # entrer dans l'environnement
(env)$ pip3 install -r requirements.txt
(env)$ deactivate # sortir de l'environnement
```
La documentation du projet est présente sur [squirrel-battle.readthedocs.io](https://squirrel-battle.readthedocs.io).

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE fontconfig SYSTEM "fonts.dtd">
<fontconfig>
<!-- Add generic family -->
<match target="pattern">
<test qual="any" name="family"><string>emoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<!-- Set as final fallback for default families -->
<match target="pattern">
<test name="family"><string>sans</string></test>
<edit name="family" mode="append"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test name="family"><string>serif</string></test>
<edit name="family" mode="append"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test name="family"><string>sans-serif</string></test>
<edit name="family" mode="append"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test name="family"><string>monospace</string></test>
<edit name="family" mode="append"><string>Noto Color Emoji</string></edit>
</match>
<!-- Block Symbola from being a fallback -->
<selectfont>
<rejectfont>
<pattern>
<patelt name="family">
<string>Symbola</string>
</patelt>
</pattern>
</rejectfont>
</selectfont>
<!-- Use this font when other popular ones are specifically requested -->
<match target="pattern">
<test qual="any" name="family"><string>Android Emoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Apple Color Emoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>EmojiSymbols</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Emoji Two</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>EmojiTwo</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Noto Color Emoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Segoe UI Emoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Segoe UI Symbol</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Symbola</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Twemoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Twemoji Mozilla</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>TwemojiMozilla</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
<match target="pattern">
<test qual="any" name="family"><string>Twitter Color Emoji</string></test>
<edit name="family" mode="assign" binding="same"><string>Noto Color Emoji</string></edit>
</match>
</fontconfig>

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Squirrel Battle
Watch out for squirrel's knifes!
-- Yohann D'ANELLO <squirrel-battle@crans.org> Thu, 19 Nov 2020 03:30:42 +0100

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python3-squirrel-battle (3.14.1) beta; urgency=low
* Some graphical improvements.
-- Yohann D'ANELLO <squirrel-battle@crans.org> Thu, 27 Nov 2020 18:25:42 +0100
python3-squirrel-battle (3.14) beta; urgency=low
* Initial release.
-- Yohann D'ANELLO <squirrel-battle@crans.org> Thu, 19 Nov 2020 03:30:42 +0100

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10

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Source: python3-squirrel-battle
Section: devel
Priority: optional
Maintainer: ynerant <squirrel-battle@crans.org>
Build-Depends: debhelper (>=10~), dh-python, gettext, python3-all, python3-setuptools
Depends: fonts-noto-color-emoji
Standards-Version: 4.1.4
Homepage: https://gitlab.crans.org/ynerant/squirrel-battle
X-Python3-Version: >= 3.6
Package: python3-squirrel-battle
Architecture: all
Multi-Arch: foreign
Depends: fonts-noto-color-emoji, ${python3:Depends}
Description: Squirrel Battle
Watch out for squirrel's knifes!

29
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@ -0,0 +1,29 @@
Format: https://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
Upstream-Name: ÿnérant, eichhornchen, nicomarg, charlse
Upstream-Contact: ÿnérant, eichhornchen, nicomarg, charlse <squirrel-battle@crans.org>
Source: https://gitlab.crans.org/ynerant/squirrel-battle
Files: *
Copyright: 2020 ÿnérant, eichhornchen, nicomarg, charlse <squirrel-battle@crans.org>
License: GPL-3+
This program is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later
version.
.
This program is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the GNU General Public License for more
details.
.
You should have received a copy of the GNU General Public
License along with this package; if not, write to the Free
Software Foundation, Inc., 51 Franklin St, Fifth Floor,
Boston, MA 02110-1301 USA
.
On Debian systems, the full text of the GNU General Public
License version 3 can be found in the file
`/usr/share/common-licenses/GPL-3'.

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debian/75-fix-squirrel-emojis.conf etc/fonts/conf.avail
debian/75-fix-squirrel-emojis.conf etc/fonts/conf.d

5
debian/rules vendored Executable file
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#!/usr/bin/make -f
export DH_VERBOSE = 1
%:
dh $@ --with python3 --buildsystem=pybuild

20
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# Minimal makefile for Sphinx documentation
#
# You can set these variables from the command line, and also
# from the environment for the first two.
SPHINXOPTS ?=
SPHINXBUILD ?= sphinx-build
SOURCEDIR = .
BUILDDIR = _build
# Put it first so that "make" without argument is like "make help".
help:
@$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
.PHONY: help Makefile
# Catch-all target: route all unknown targets to Sphinx using the new
# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS).
%: Makefile
@$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)

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# Configuration file for the Sphinx documentation builder.
#
# This file only contains a selection of the most common options. For a full
# list see the documentation:
# https://www.sphinx-doc.org/en/master/usage/configuration.html
# -- Path setup --------------------------------------------------------------
# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#
# import os
# import sys
# sys.path.insert(0, os.path.abspath('.'))
# -- Project information -----------------------------------------------------
project = 'Squirrel Battle'
copyright = "2020"
author = "Yohann D'ANELLO,\nMathilde DEPRES,\nNicolas MARGULIES,\nCharles PEYRAT"
# -- General configuration ---------------------------------------------------
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
extensions = [
"sphinx_rtd_theme",
]
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
#
# This is also used if you do content translation via gettext catalogs.
# Usually you set "language" from the command line for these cases.
language = 'fr'
# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
# This pattern also affects html_static_path and html_extra_path.
exclude_patterns = ['_build']
# -- Options for HTML output -------------------------------------------------
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = 'sphinx_rtd_theme'
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']

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Déploiement du projet
=====================
.. _PyPI: https://pypi.org/project/squirrel-battle/
.. _AUR: https://aur.archlinux.org/packages/python-squirrel-battle/
.. _Debian: https://gitlab.crans.org/ynerant/squirrel-battle/-/jobs/artifacts/master/raw/build/python3-squirrelbattle_3.14.1_all.deb?job=build-deb
.. _installation: install.html
À chaque nouvelle version du projet, il est compilé et déployé dans PyPI_, dans
l'AUR_ et un paquet Debian_ est créé, voir la page d'installation_.
PyPI
----
Définition du paquet
~~~~~~~~~~~~~~~~~~~~
.. _setup.py: https://gitlab.crans.org/ynerant/squirrel-battle/-/blob/master/setup.py
La documentation sur le packaging dans PyPI_ est disponible `ici
<https://packaging.python.org/tutorials/packaging-projects/>`_.
Le fichier `setup.py`_ contient l'ensemble des instructions d'installation du
paquet ainsi que des détails à fournir à PyPI :
.. code:: python
#!/usr/bin/env python3
import os
from setuptools import find_packages, setup
with open("README.md", "r") as f:
long_description = f.read()
# Compile messages
for language in ["de", "es", "fr"]:
args = ["msgfmt", "--check-format",
"-o", f"squirrelbattle/locale/{language}/LC_MESSAGES"
"/squirrelbattle.mo",
f"squirrelbattle/locale/{language}/LC_MESSAGES"
"/squirrelbattle.po"]
print(f"Compiling {language} messages...")
subprocess.Popen(args)
setup(
name="squirrel-battle",
version="3.14.1",
author="ÿnérant, eichhornchen, nicomarg, charlse",
author_email="squirrel-battle@crans.org",
description="Watch out for squirrel's knives!",
long_description=long_description,
long_description_content_type="text/markdown",
url="https://gitlab.crans.org/ynerant/squirrel-battle",
packages=find_packages(),
license='GPLv3',
classifiers=[
"Development Status :: 4 - Beta",
"Environment :: Console :: Curses",
"License :: OSI Approved :: GNU General Public License v3 (GPLv3)",
"Natural Language :: French",
"Operating System :: OS Independent",
"Programming Language :: Python :: 3",
"Programming Language :: Python :: 3.6",
"Programming Language :: Python :: 3.7",
"Programming Language :: Python :: 3.8",
"Programming Language :: Python :: 3.9",
"Topic :: Games/Entertainment",
],
python_requires='>=3.6',
include_package_data=True,
package_data={"squirrelbattle": ["assets/*", "locale/*/*/*.mo"]},
entry_points={
"console_scripts": [
"squirrel-battle = squirrelbattle.bootstrap:Bootstrap.run_game",
]
}
)
Ce fichier contient le nom du paquet, sa version, l'auteur et son contact,
sa description en une ligne et sa description longue, le lien d'accueil du projet,
sa licence, ses classificateurs et son exécutable.
Il commence tout d'abord par compiler les fichiers de `traduction <translation.html>`_.
Le paramètre ``entry_points`` définit un exécutable nommé ``squirrel-battle``,
qui permet de lancer le jeu.
Installation locale du paquet
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
L'installation du paquet localement dans son environnement Python (virtuel ou non)
peut se faire en exécutant ``pip install -e .``.
Génération des binaires
~~~~~~~~~~~~~~~~~~~~~~~
Les paquets ``setuptools`` (``python3-setuptools`` pour APT, ``python-setuptools``
pour pacman) et ``wheel`` (``python3-wheel`` pour APT, ``python-wheel`` pour pacman)
sont nécessaires. Une fois installés, il faut appeler la commande :
.. code:: bash
python3 setup.py sdist bdist_wheel
Une fois cela fait, le dossier ``dist/`` contiendra les archives à transmettre à PyPI.
Publier sur PyPI
~~~~~~~~~~~~~~~~
Il faut avant tout avoir un compte sur PyPI. Dans `votre compte PyPI
<https://pypi.org/manage/account/>`_, il faut générer un jeton d'accès API.
Dans le fichier ``.pypirc`` dans le répertoire principal de l'utilisateur,
il faut ajouter le jeton d'accès :
.. code::
[pypi]
username = __token__
password = pypi-my-pypi-api-access-token
Cela permet de s'authentifier directement par ce jeton.
Ensuite, il faut installer ``twine``, qui permet de publier sur PyPI.
Il suffit ensuite d'appeler :
.. code:: bash
twine upload dist/*
pour envoyer le paquet sur PyPI.
.. note::
À des fins de tests, il est possible d'utiliser le dépôt `<https://test.pypi.org>`_.
Les différences sont au niveau de l'authentification, où il faut l'en-tête
``[testpypi]`` dans le ``.pypirc``, et il faut envoyer le paquet avec
``twine upload --repository testpypi dist/``.
Publier dans l'AUR
------------------
Fonctionnement du packaging
~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. _python-squirrel-battle: https://aur.archlinux.org/packages/python-squirrel-battle/
.. _python-squirrel-battle-git: https://aur.archlinux.org/packages/python-squirrel-battle-git/
Deux paquets sont publiés dans l'AUR (Arch User Repository) :
- python-squirrel-battle_
- python-squirrel-battle-git_
Le packaging dans Arch Linux se fait en commitant un fichier ``PKGBUILD`` dans
le dépôt à l'adresse ``ssh://aur@aur.archlinux.org/packagename.git``,
en remplaçant ``packagename`` par le nom du paquet.
Le second paquet compile directement le jeu à partir de la branche ``master``
du dépôt Git. Le fichier ``PKGBUILD`` dispose de cette structure :
.. code::
# Maintainer: Yohann D'ANELLO <squirrel-battle@crans.org>
pkgbase=squirrel-battle
pkgname=python-squirrel-battle-git
pkgver=3.14.1
pkgrel=1
pkgdesc="Watch out for squirrel's knives!"
arch=('any')
url="https://gitlab.crans.org/ynerant/squirrel-battle"
license=('GPLv3')
depends=('python')
makedepends=('gettext' 'python-setuptools')
depends=('noto-fonts-emoji')
checkdepends=('python-tox')
ssource=("git+https://gitlab.crans.org/ynerant/squirrel-battle.git")
sha256sums=("SKIP")
pkgver() {
cd pkgbase
git describe --long --tags | sed -r 's/^v//;s/([^-]*-g)/r\1/;s/-/./g'
}
build() {
cd $pkgbase
python setup.py build
}
check() {
cd $pkgbase
tox -e py3
tox -e linters
}
package() {
cd $pkgbase
python setup.py install --skip-build \
--optimize=1 \
--root="${pkgdir}"
install -vDm 644 README.md \
-t "${pkgdir}/usr/share/doc/${pkgname}"
install -vDm 644 LICENSE -t "${pkgdir}/usr/share/licenses/${pkgname}"
}
Ces instructions permettent de cloner le dépôt, l'installer et exécuter des tests,
en plus de définir les attributs du paquet.
Le fichier ``PKGBUILD`` du paquet ``python-squirrel-battle``, synchronisé avec
les releases, est plus ou moins similaire :
.. code::
# Maintainer: Yohann D'ANELLO <squirrel-battle@crans.org>
pkgbase=squirrel-battle
pkgname=python-squirrel-battle
pkgver=3.14.1
pkgrel=1
pkgdesc="Watch out for squirrel's knives!"
arch=('any')
url="https://gitlab.crans.org/ynerant/squirrel-battle"
license=('GPLv3')
depends=('python')
makedepends=('gettext' 'python-setuptools')
depends=('noto-fonts-emoji')
checkdepends=('python-tox')
source=("https://gitlab.crans.org/ynerant/squirrel-battle/-/archive/v3.14.1/$pkgbase-v$pkgver.tar.gz")
sha256sums=("6090534d598c0b3a8f5acdb553c12908ba8107d62d08e17747d1dbb397bddef0")
build() {
cd $pkgbase-v$pkgver
python setup.py build
}
check() {
cd $pkgbase-v$pkgver
tox -e py3
tox -e linters
}
package() {
cd $pkgbase-v$pkgver
python setup.py install --skip-build \
--optimize=1 \
--root="${pkgdir}"
install -vDm 644 README.md \
-t "${pkgdir}/usr/share/doc/${pkgname}"
install -vDm 644 LICENSE -t "${pkgdir}/usr/share/licenses/${pkgname}"
}
Il se contente ici de télécharger l'archive de la dernière release, et de travailler
dessus.
Mettre à jour
~~~~~~~~~~~~~
Pour mettre à jour le dépôt, une fois les dépôts
``ssh://aur@aur.archlinux.org/python-squirrel-battle.git`` et
``ssh://aur@aur.archlinux.org/python-squirrel-battle-git.git`` clonés,
il suffit de mettre à jour le paramètre ``pkgver`` pour la bonne version,
de régénérer le fichier ``.SRCINFO`` en faisant
``makepkg --printsrcinfo > .SRCINFO``, puis de committer/pousser.
Construction du paquet Debian
-----------------------------
Structure du paquet
-------------------
L'ensemble des instructions pour construire le paquet Debian est situé dans le
dossier ``debian/``.
Le fichier ``changelog`` est à modifier à chaque nouvelle version, le fichier
``compat`` contient la version minimale de Debian requise (``10`` pour Debian
Buster), le fichier ``copyright`` contient la liste des fichiers distribués sous
quelle licence (ici GPLv3), le fichier ``control`` contient les informations du
paquet, le fichier ``install`` les fichiers de configuration à installer
(ici le fix de l'affichage de l'écurueil), et enfin le fichier ``rules`` l'ensemble
des instructions à exécuter pour installer.
Le paquet ``fonts-noto-color-emoji`` est en dépendance pour le bon affichage
des émojis.
Mettre à jour le paquet
-----------------------
Pour changer la version du paquet, il faut ajouter des lignes dans le fichier
``changelog``.
Construire le paquet
--------------------
Il faut partir d'une installation de Debian.
D'abord on installe les paquets nécessaires :
.. code::
apt update
apt --no-install-recommends install build-essential debmake dh-python debhelper gettext python3-all python3-setuptools
On peut ensuite construire le paquet :
.. code:: bash
dpkg-buildpackage
mkdir build && cp ../*.deb build/
Le paquet sera installé dans ``build/python3-squirrel-battle_3.14.1_all.deb``.
Le paquet Debian_ est construit par l'intégration continue Gitlab et ajouté
à chaque release.

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Gestion de l'affichage
======================
.. _curses: https://docs.python.org/3/howto/curses.html
L'intégralité de l'affichage du jeu est géré grâce à la bibliothèque native de
Python curses_.
.. warning::
Plus de documentation à venir.
.. toctree::
:maxdepth: 3
:caption: Affichage
menu
map
stats
logs

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Affichage de l'historique
=========================
Pas encore documenté.

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Affichage de la carte
=====================
Pas encore documenté.

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Affichage des menus
===================
Pas encore documenté.

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Affichage des statistiques
==========================
Pas encore documenté.

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Documentation
=============
La documentation est gérée grâce à Sphinx. Le thème est le thème officiel de
ReadTheDocs ``sphinx-rtd-theme``.
Générer localement la documentation
-----------------------------------
On commence par se rendre au bon endroit et installer les bonnes dépendances :
.. code:: bash
cd docs
pip install -r requirements.txt
La documentation se génère à partir d'appels à ``make``, selon le type de
documentation voulue.
Par exemple, ``make html`` construit la documentation web, ``make latexpdf``
construit un livre PDF avec cette documentation.
Documentation externe
---------------------
À chaque commit, un webhook est envoyé à `<readthedocs.io>`_, qui construit
tout seul la documentation Sphinx, la publiant à l'adresse
`<squirrel-battle.readthedocs.io>`_.
De plus, les documentations sont sauvegardées à chaque release taguée.

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Entités
=======
.. toctree::
:maxdepth: 3
:caption: Entités
player
monsters
items
Entité
------
Une entité est un élément placé sur la carte. Ce peut être le joueur, un monstre
ou bien un objet sur la carte. Chaque entité dispose des attributs suivants :
* ``name: str``
Il s'agit du type de l'entité.
* ``y: int``
* ``x: int``
Cela représente les coordonnées de l'entité sur la carte.
* ``map: Map``
Il s'agit de la carte sur laquelle est placée l'entité.
.. _objet: items.html
Il existe à l'heure actuelle deux types d'entité : une `entité attaquante`_ ou
bien un objet_.
Entité attaquante
-----------------
.. _monstre: monsters.html
.. _joueur: player.html
Une entité attaquante (``FightingEntity``) est un type d'entités représentant
les personnages présents sur la carte, pouvant alors se battre. Ce peut être
un monstre_ ou bien le joueur_.
Elles disposent toutes, en plus des paramètres d'entité, des attributs suivants :
* ``maxhealth: int``
Représente la vie maximale de l'entité, qui est aussi la vie de départ.
* ``health: int``
Représente la vie actuelle de l'entité.
* ``strength: int``
Représente la force de l'entité, le nombre de dégâts à faire à chaque coup.
* ``intelligence: int``
* ``charisma: int``
* ``dexterity: int``
* ``constitution: int``
Tous ces paramètres sont des statistiques de l'entité, n'ayant pas de réelle
influence pour le moment.
* ``level: int``
Niveau de l'entité.
Chaque type d'entité disposera de ses propres attributs de départ.
On considère une entité comme morte à partir du moment où sa vie descend
en-dessous de 0 point de vie. À ce moment-là, l'entité est retirée de la carte.
Lorsqu'une entité en frappe une autre, celle-ci inflige autant de dégâts qu'elle
n'a de force, et autant de points de vie sont perdus.

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Objets
======
.. _joueur: player.html
.. _pack de textures: ../texture_pack.html
Un objet est une entité présente sur la carte que le joueur_ peut ramasser.
Il lui suffit pour cela de s'approcher, et une fois sur la case de l'objet,
celui-ci est placé dans l'inventaire.
Un objet dispose de deux paramètres :
* ``held: bool``
Indique si l'objet est placé dans l'inventaire ou s'il est au sol.
* ``held_by: Optional[Player]``
Si l'objet est dans l'inventaire, renvoie son propriétaire.
Deux types d'objets sont pour l'instant présents :
Bombe
-----
.. _entités attaquantes: index.html#entite-attaquante
Une bombe est un objet que l'on peut ramasser. Une fois ramassée, elle est placée
dans l'inventaire. Le joueur peut ensuite lâcher la bombe, qui fera alors
3 dégâts à toutes les `entités attaquantes`_ situées à moins de une case.
Elle est représentée dans le `pack de textures`_ ASCII par le caractère ``o``
et dans le `pack de textures`_ écureuil par l'émoji ``💣``.
.. note::
La gestion de l'inventaire n'ayant pas encore été implémentée, il n'est à
l'heure actuelle pas possible de lancer une bombe.
Cœur
----
Une cœur est un objet que l'on ne peut pas ramasser. Dès que le joueur s'en
approche, il est régénéré automatiquement de 3 points de vie, et le cœur disparaît.
Elle est représentée dans le `pack de textures`_ ASCII par le caractère ````
et dans le `pack de textures`_ écureuil par l'émoji ``💜``.

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Monstres
========
.. _`entité attaquante`: index.html#entites-attaquantes
.. _`pack de textures`: ../texture-pack.html
Chaque monstre est une `entité attaquante`_, et hérite donc de ses attributs.
À chaque tick de jeu, chaque monstre se déplace d'une case, si possible.
Si le monstre est loin du joueur, ce déplacement est fait aléatoirement.
Sinon, si le monstre est à moins de 5 cases du joueur, alors il se dirige
au plus vite sur le joueur pour le frapper selon l'algorithme de Dijkstra,
et s'il est suffisamment proche frappe le joueur et lui fait autant de dégâts
qu'il n'a de force.
On dénombre actuellement 4 types de monstres :
Hérisson
--------
Son nom est fixé à `hedghog`. Il a par défaut une force à **3** et **10** points de vie.
Dans le `pack de textures`_ ASCII, il est représenté par le caractère ``*``.
Dans le `pack de textures`_ écureuil, il est représenté par l'émoji ``🦔``.
Tigre
-----
Son nom est fixé à `tiger`. Il a par défaut une force à **2** et **20** points de vie.
Dans le `pack de textures`_ ASCII, il est représenté par le caractère ``n``.
Dans le `pack de textures`_ écureuil, il est représenté par l'émoji ``🐅``.
Lapin
-----
Son nom est fixé à `rabbit`. Il a par défaut une force à **1** et **15** points de vie.
Dans le `pack de textures`_ ASCII, il est représenté par le caractère ``Y``.
Dans le `pack de textures`_ écureuil, il est représenté par l'émoji ``🐇``.
Nounours
--------
Son nom est fixé à `teddy_bear`. Il n'a pas de force et **50** points de vie.
Dans le `pack de textures`_ ASCII, il est représenté par le caractère ``8``.
Dans le `pack de textures`_ écureuil, il est représenté par l'émoji ``🧸``.

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Joueur
======
.. _`entité attaquante`: index.html#entites-attaquantes
.. _`paramètres`: ../settings.html
.. _`pack de textures`: ../texture-pack.html
.. _`objet`: items.html
Le joueur est une `entité attaquante`_, contrôlée par l'utilisateur humain.
Il est représenté dans le `pack de textures`_ ASCII par le caractère ``@``,
et dans le `pack de textures`_ écureuil par le fameux émoji écureuil ``🐿``.
En plus des attributs d'une `entité attaquante`_, le joueur dispose des atrributs
supplémentaires :
* ``current_xp: int``
Correspond à l'expérience accumulée par le joueur depuis le dernier niveau obtenu.
* ``max_xp: int``
Expérience requise au joueur pour changer de niveau. Vaut 10 fois le niveau actuel.
* ``inventory: List[Item]``
Contient l'ensemble des objets détenus par le joueur.
Déplacement
-----------
Selon les paramètres_, il est possible de bouger le joueur dans les 4 directions
en appuyant sur ``z``, ``q``, ``s``, ``d`` ou sur les flèches directionnelles.
Le joueur se retrouvera bloqué s'il avance contre un mur. Si il avance sur un
objet_, alors il prend l'objet_ et avance sur la case.
S'il rencontre une autre `entité attaquante`_, alors il frappe l'entité en
infligeant autant de dégâts qu'il n'a de force. À chaque fois qu'une entité est
tuée, le joueur gagne aléatoirement entre 3 et 7 points d'expérience.
Expérience
----------
À chaque monstre tué, le joueur gagne entre 3 et 7 points d'expérience aléatoirement.
Lorsque le joueur atteint la quantité d'expérience requise pour monter de niveau,
le joueur gagne un niveau, regagne toute sa vie, consomme son expérience et la
nouvelle quantité d'expérience requise est 10 fois le niveau actuel. De plus,
entre 5 et 10 fois le niveau actuel entités apparaissent aléatoirement sur la
carte à la montée de niveau. Enfin, le joueur gagne en force en montant de niveau.

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Bienvenue dans la documentation de Squirrel Battle !
====================================================
.. image:: https://gitlab.crans.org/ynerant/squirrel-battle/badges/master/pipeline.svg
:target: https://gitlab.crans.org/ynerant/squirrel-battle/-/commits/master
:alt: Pipeline status
.. image:: https://gitlab.crans.org/ynerant/squirrel-battle/badges/master/coverage.svg
:target: https://gitlab.crans.org/ynerant/squirrel-battle/-/commits/master
:alt: Coverage report
.. image:: https://readthedocs.org/projects/squirrel-battle/badge/?version=latest
:target: https://squirrel-battle.readthedocs.io/fr/latest/?badge=latest
:alt: Documentation Status
.. image:: https://img.shields.io/pypi/v/squirrel-battle
:target: https://pypi.org/project/squirrel-battle/
:alt: PyPI
.. image:: https://img.shields.io/pypi/dm/squirrel-battle
:target: https://pypi.org/project/squirrel-battle/
:alt: PyPI downloads
.. image:: https://img.shields.io/aur/version/python-squirrel-battle
:target: https://aur.archlinux.org/packages/python-squirrel-battle/
:alt: AUR version
.. image:: https://img.shields.io/badge/License-GPL%20v3-blue.svg
:target: https://www.gnu.org/licenses/gpl-3.0.txt
:alt: License: GPL v3
.. toctree::
:maxdepth: 3
:caption: Développer
install-dev
tests
display/index
translation
deployment
documentation
.. toctree::
:maxdepth: 3
:caption: Jouer
install
rules
map
entities/index
texture-pack
settings
troubleshooting

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Installation d'un environnement de développement
================================================
Il est toujours préférable de travailler dans un environnement Python isolé du
reste de son instalation.
1. **Installation des dépendances de la distribution.**
Vous devez déjà installer Python et le module qui permet de créer des
environnements virtuels.
On donne ci-dessous l'exemple pour une distribution basée sur Debian,
mais vous pouvez facilement adapter pour ArchLinux ou autre.
.. code:: bash
$ sudo apt update
$ sudo apt install --no-install-recommends -y python3-setuptools python3-venv python3-dev gettext git
2. **Clonage du dépot** là où vous voulez :
.. code:: bash
$ git clone git@gitlab.crans.org:ynerant/squirrel-battle.git && cd squirrel-battle
3. **Création d'un environment de travail Python décorrélé du système.**
On n'utilise pas `--system-site-packages` ici pour ne pas avoir des clashs de versions de modules avec le système.
.. code:: bash
$ python3 -m venv env
$ source env/bin/activate # entrer dans l'environnement
(env) $ pip3 install -r requirements.txt
(env) $ deactivate # sortir de l'environnement
4. **Compilation des messages de traduction.**
.. code:: bash
(env) $ python3 main.py --compilemessages
Le lancement du jeu se fait en lançant la commande ``python3 main.py``.

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Installation client
===================
Installation
------------
Différents paquets sont déployés, dans PyPI pour tout système utilisant Python,
un paquet Debian et un paquet Arch Linux.
Depuis PIP
~~~~~~~~~~
.. _PyPI: https://pypi.org/project/squirrel-battle/
Le projet `Squirrel Battle` est déployé dans PyPI_. Il suffit d'installer
Squirrel Battle en exécutant :
.. code:: bash
pip install --user squirrel-battle
Les mises à jour s'obtiennent également via PIP en exécutant :
.. code:: bash
pip install --user --upgrade squirrel-battle
Le jeu peut se lancer ensuite en exécutant la commande ``squirrel-battle``.
Toutefois, le paquet PyPI n'inclut pas les polices d'émojis. Il est recommandé
d'installer des polices telles que ``noto-fonts-emoji`` afin de prendre en charge
les émojis dans votre terminal.
Sur Arch Linux
~~~~~~~~~~~~~~
.. _AUR: https://aur.archlinux.org/
.. _python-squirrel-battle: https://aur.archlinux.org/packages/python-squirrel-battle/
.. _python-squirrel-battle-git: https://aur.archlinux.org/packages/python-squirrel-battle-git/
.. _yay: https://aur.archlinux.org/packages/yay/
Deux paquets sont publiés dans l'AUR_ (Arch User Repository) :
- python-squirrel-battle_
- python-squirrel-battle-git_
Le premier paquet est mis à jour à chaque nouvelle version déployée, le second
est utile pour des fins de développement et est en permanence à jour
avec la branche ``master`` du Git.
Les deux ne sont pas présents dans les dépôts officiels de Arch Linux, mais vous
pouvez les récupérer avec un outil tel que yay_.
Les paquets incluent la dépendance ``noto-fonts-emoji``, qui permet d'afficher
les émojis dans le terminal.
Le jeu peut être ensuite lancé via la commande ``squirrel-battle``.
Sur Ubuntu/Debian
~~~~~~~~~~~~~~~~~
.. _paquet: https://gitlab.crans.org/ynerant/squirrel-battle/-/jobs/artifacts/master/raw/build/python3-squirrelbattle_3.14.1_all.deb?job=build-deb
Un paquet_ est généré par l'intégration continue de Gitlab à chaque commit.
Ils sont également attachés à chaque nouvelle release.
Il dépend du paquet ``fonts-noto-color-emoji``, permettant d'afficher les émojis
dans le terminal. Il peut être installé via APT.
Pour installer ce paquet, il suffit de le télécharger et d'appeler ``dpkg`` :
.. code:: bash
dpkg -i python3-squirrelbattle_3.14.1_all.deb
Ce paquet inclut un patch pour afficher les émojis écureuil correctement.
Après cela, le jeu peut être lancé grâce à la commande ``squirrel-battle``.

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Carte
=====
.. _entités: entity/index.html
.. _pack de textures: texture-pack.html
Dans Squirrel game, le joueur se déplace dans un donjon, constitué de plusieurs
cartes. Pour le moment, le jeu se déroule sur une unique carte pré-définie,
non générée aléatoirement.
Une carte est un rectangle composé de tuiles_.
La carte est chargée depuis sa représentation ASCII dans un fichier texte.
Au lancement du jeu, une quantité aléatoire d'entités_ sont générées et placées
aléatoirement sur la carte.
Tuiles
------
Une tuile représente une case du jeu, avec ses différentes propriétés physiques.
On compte actuellement 3 types de tuiles :
Vide
~~~~
Le vide est représenté par un espace vide quelque que soit le `pack de textures`_
utilisé. Cette tuile n'est utilisée que pour délimiter les bords de la carte,
aucune entité ne peut se trouver sur cette tuile.
Sol
~~~
Le sol représente les emplacements où les entités peuvent se déplacer librement.
Il est représenté par un point ``.`` dans le `pack de textures`_ ASCII et par
deux caractères rectangulaires blancs ``██`` dans le `pack de textures`_
écureuil.
Mur
~~~
Les murs délimitent les salles du donjon. Personne ne peut les traverser.
Ils sont représentés par un dièse ``#`` dans le `pack de textures`_ ASCII et
par une brique carrée ``🧱`` dans le `pack de textures`_ écureuil.

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sphinx
sphinx-rtd-theme

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Règles du jeu
=============
.. _carte: map.html
.. _objets: entities/items.html
.. _monstres: entities/monsters.html
.. _entités: entities/index.html
Dans `Squirrel Game`, le joueur incarne un écureuil coincé dans un donjon,
prêt à tout pour s'en sortir. Sa vision de rongeur lui permet d'observer
l'intégralité de la carte_, et à l'aide d'objets_, il va pouvoir affronter
les monstres_ présents dans le donjon et gagner en expérience et en force.
Le jeu fonctionne par niveau. À chaque niveau ``n`` du joueur, entre ``3n`` et
``7n`` entités apparaissent aléatoirement sur la carte.
En tuant des ennemis, ce qu'il parvient à faire en fonçant directement sur eux
ayant mangé trop de noisettes (ou étant armé d'un couteau), l'écureuil va
pouvoir gagner en expérience et au fur et à mesure qu'il monte de niveau,
a force augmentera.
Arriverez-vous à sauver ce malheureux petit écureuil perdu ?
Bon courage sachant que le jeu est sans fin ...

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Paramètres
==========
Pas encore documenté.

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Exécution des tests
===================
.. note::
La documentation va être revue ici.
Les tests sont gérés par ``pytest`` dans le module ``squirrelbattle.tests``.
``tox`` est un outil permettant de configurer l'exécution des tests. Ainsi, après
installation de tox dans votre environnement virtuel via ``pip install tox``,
il vous suffit d'exécuter ``tox -e py3`` pour lancer les tests et ``tox -e linters``
pour vérifier la syntaxe du code.

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Pack de textures
================
.. _entité: entity/index.html
.. _tuile: map.html#tuiles
.. _tuiles: map.html#tuiles
.. _carte: map.html
.. _paramètres: settings.html
.. _Joueur: entities/player.html
.. _Hérisson: entities/monsters.html#herisson
.. _Cœur: entities/items.html#coeur
.. _Bombe: entities/items.html#bombe
.. _Lapin: entities/monsters.html#lapin
.. _Tigre: entities/monsters.html#tigre
.. _Nounours: entities/monsters.html#nounours
Chaque entité_ et chaque tuile_ de la carte_ est associé à un caractère pour
être affiché dans le terminal. Cependant, afin de pouvoir proposer plusieurs
expériences graphiques (notamment en fonction du support des émojis), différents
packs de textures sont proposés.
Il est possible de changer de pack dans les paramètres.
Les packs de textures peuvent influencer la taille que prennent les tuiles_,
en raison du fait que les émojis ne sont pas monospace.
Les packs de textures sont au nombre de deux :
Pack ASCII
----------
Chaque tuile fait un caractère de large.
* Tuiles
* Vide : *espace*
* Mur : ``#``
* Sol : ``.``
* Entités
* Joueur_ : ``@``
* Hérisson_ : ``*``
* Cœur_ : ````
* Bombe_ : ``o``
* Lapin_ : ``Y``
* Tigre_ : ``n``
* Nounours_ : ``8``
Pack Écureuil
-------------
Chaque tuile fait 2 caractères de large pour afficher les émojis proprement.
* Tuiles
* Vide : *espace*
* Mur : ``🧱``
* Sol : ``██``
* Entités
* Joueur_ : ``🐿``
* Hérisson_ : ``🦔``
* Cœur_ : ``💜``
* Bombe_ : ``💣``
* Lapin_ : ``🐇``
* Tigre_ : ``🐅``
* Nounours_ : ``🧸``

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Traduction
==========
Le jeu Squirrel Battle est entièrement traduit en anglais, en français et en allement.
La langue se choisit dans les `paramètres <settings.html>`_.
Utitisation
-----------
Les traductions sont gérées grâce au module natif ``gettext``. Le module
``squirrelbattle.translations`` s'occupe d'installer les traductions, et de
donner les chaînes traduites.
Pour choisir la langue, il faut appeler ``Translator.setlocale(language: str)``,
``language`` correspond au code à 2 lettres de la langue.
Enfin, le module expose une fonction ``gettext(str) -> str`` qui permet de
traduire les chaînes.
Il est courant et recommandé d'importer cette fonction sous l'alias ``_``,
afin de limiter la verbositer et de permettre de rendre facilement une chaîne
traduisible.
.. code:: python
from squirrelbattle.translations import gettext as _, Translator
Translator.setlocale("fr")
print(_("I am a translatable string"))
print("I am not translatable")
Si les traductions sont bien faites (voir ci-dessous), cela donnera :
.. code::
Je suis une chaîne traduisible
I am not translatable
À noter que si la chaîne n'est pas traduite, alors par défaut on renvoie la
chaîne elle-même.
Extraction des chaînes à traduire
---------------------------------
L'appel à ``gettext`` ne fait pas que traduire les chaînes : il est possible
également d'extraire toutes les chaînes à traduire.
Il est nécessaire d'installer le paquet Linux ``gettext`` pour cela.
L'utilitaire ``xgettext`` s'occupe de cette extraction. Il s'utilise de la façon
suivante :
.. code:: bash
xgettext --from-code utf-8 -o output_file.po source_1.py ... source_n.py
Afin de ne pas avoir à sélectionner manuellement chaque fichier, il est possible
d'appeler directement ``python3 main.py --makemessages``. Cela a pour effet
d'exécuter pour chaque langue ``<LANG>`` :
.. code:: bash
find squirrelbattle -iname '*.py' | xargs xgettext --from-code utf-8
--add-comments
--package-name=squirrelbattle
--package-version=3.14.1
"--copyright-holder=ÿnérant, eichhornchen, nicomarg, charlse"
--msgid-bugs-address=squirrel-battle@crans.org
-o squirrelbattle/locale/<LANG>/LC_MESSAGES/squirrelbattle.po
Les fichiers de traductions se trouvent alors dans
``squirrelbattle/locale/<LANG>/LC_MESSAGES/squirrelbattle.po``.
Traduire les chaînes
--------------------
Après extraction des chaînes, les chaînes à traduire se trouvent dans
``squirrelbattle/locale/<LANG>/LC_MESSAGES/squirrelbattle.po``, comme indiqué
ci-dessus.
Ce fichier peut-être édité avec un utilitaire tel que ``poedit``, sur
l'interface Web sur `<https://translate.ynerant.fr/squirrel-battle/squirrel-battle>`_,
mais surtout manuellement avec un éditeur de texte.
Dans ce fichier, on obtient pour chaque chaîne à traduire un paragraphe de la
forme :
.. code:: po
#: main.py:4
msgid "I am a translatable string"
msgstr "Je suis une chaîne traduisible"
Il sufift de remplir les champs ``msgstr``.
Compilation des chaînes
-----------------------
Pour gagner en efficacité, les chaînes sont compilées dans un fichier avec
l'extension ``.mo``. Ce sont ces fichiers qui sont lus par le module de traduction.
Pour compiler les traductions, c'est l'utilitaire ``msgfmt`` fourni toujours par
le paquet Linux ``gettext`` que nous utilisons. Il s'utilise assez simplement :
.. code:: bash
msgfmt po_file.po -o mo_file.mo
À nouveau, il est possible de compiler automatiquement les messages en exécutant
``python3 main.py --compilemessages``.
.. warning::
On ne partagera pas dans le dépôt Git les fichiers compilé. En développement,
on compilera soi-même les messages, et en production, la construction des
paquets se charge de compiler automatiquement les traductions.

47
docs/troubleshooting.rst Normal file
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Résolution d'erreurs
====================
Émojis
------
Le jeu s'exécutant en terminal, il est courant d'obtenir des problèmes d'affichage.
Sous Windows, les émojis s'affichent normalement correctement. Il suffit en
général d'installer les bons paquets de police.
Sous Arch Linux
^^^^^^^^^^^^^^^
Il est recommandé d'utiliser le terminal `xfce4-terminal`. Il suffit d'installer
le paquets de polices :
.. code:: bash
sudo pacman -Sy noto-fonts-emoji
Le jeu doit ensuite se lancer normalement sans action supplémentaire.
Sous Ubuntu/Debian
^^^^^^^^^^^^^^^^^^
À nouveau, le terminal `xfce4-terminal` est recommandé. Le paquet
`fonts-noto-color-emoji`.
Toutefois, un problème reste avec l'écureuil. Sous Ubuntu et Debian, le
caractère écureuil existe déjà, mais ne s'affiche pas proprement. On peut
appliquer un patch qui permet d'afficher les émojis correctement dans son
terminal. Pour cela, il suffit de faire :
.. code:: bash
ln -s $PWD/debian/75-fix-squirrel-emojis.conf /etc/fonts/conf.avail/75-fix-squirrel-emojis.conf
ln -s /etc/fonts/conf.avail/75-fix-squirrel-emojis.conf /etc/fonts/conf.d/75-fix-squirrel-emojis.conf
Après redémarrage du terminal, l'écureuil devrait s'afficher correctement.
Pour supprimer le patch :
.. code:: bash
rm /etc/fonts/conf.d/75-fix-squirrel-emojis.conf
À noter que ce patch est inclus dans le paquet Debian.

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from dungeonbattle.game import Game
from dungeonbattle.display.display_manager import DisplayManager
from dungeonbattle.term_manager import TermManager
class Bootstrap:
@staticmethod
def run_game():
with TermManager() as term_manager: # pragma: no cover
game = Game()
game.new_game()
display = DisplayManager(term_manager.screen, game)
game.display_actions = display.handle_display_action
game.run(term_manager.screen)

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import curses
from typing import Any, Optional, Union
from dungeonbattle.display.texturepack import TexturePack
from dungeonbattle.tests.screen import FakePad
class Display:
x: int
y: int
width: int
height: int
pad: Any
def __init__(self, screen: Any, pack: Optional[TexturePack] = None):
self.screen = screen
self.pack = pack or TexturePack.get_pack("ascii")
def newpad(self, height: int, width: int) -> Union[FakePad, Any]:
return curses.newpad(height, width) if self.screen else FakePad()
def init_pair(self, number: int, foreground: int, background: int) -> None:
return curses.init_pair(number, foreground, background) \
if self.screen else None
def color_pair(self, number: int) -> int:
return curses.color_pair(number) if self.screen else 0
def resize(self, y: int, x: int, height: int, width: int,
resize_pad: bool = True) -> None:
self.x = x
self.y = y
self.width = width
self.height = height
if hasattr(self, "pad") and resize_pad:
self.pad.resize(self.height - 1, self.width - 1)
def refresh(self, *args, resize_pad: bool = True) -> None:
if len(args) == 4:
self.resize(*args, resize_pad)
self.display()
def display(self) -> None:
raise NotImplementedError
@property
def rows(self) -> int:
return curses.LINES if self.screen else 42
@property
def cols(self) -> int:
return curses.COLS if self.screen else 42

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import curses
from dungeonbattle.display.mapdisplay import MapDisplay
from dungeonbattle.display.statsdisplay import StatsDisplay
from dungeonbattle.display.menudisplay import MenuDisplay, MainMenuDisplay
from dungeonbattle.display.texturepack import TexturePack
from typing import Any
from dungeonbattle.game import Game, GameMode
from dungeonbattle.enums import DisplayActions
class DisplayManager:
def __init__(self, screen: Any, g: Game):
self.game = g
self.screen = screen
pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
self.mapdisplay = MapDisplay(screen, pack)
self.statsdisplay = StatsDisplay(screen, pack)
self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
screen, pack)
self.settingsmenudisplay = MenuDisplay(screen, pack)
self.displays = [self.statsdisplay, self.mapdisplay,
self.mainmenudisplay, self.settingsmenudisplay]
self.update_game_components()
def handle_display_action(self, action: DisplayActions) -> None:
if action == DisplayActions.REFRESH:
self.refresh()
elif action == DisplayActions.UPDATE:
self.update_game_components()
def update_game_components(self) -> None:
for d in self.displays:
d.pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
self.mapdisplay.update_map(self.game.map)
self.statsdisplay.update_player(self.game.player)
self.settingsmenudisplay.update_menu(self.game.settings_menu)
def refresh(self) -> None:
if self.game.state == GameMode.PLAY:
# The map pad has already the good size
self.mapdisplay.refresh(0, 0, self.rows * 4 // 5, self.cols,
resize_pad=False)
self.statsdisplay.refresh(self.rows * 4 // 5, 0,
self.rows // 5, self.cols)
if self.game.state == GameMode.MAINMENU:
self.mainmenudisplay.refresh(0, 0, self.rows, self.cols)
if self.game.state == GameMode.SETTINGS:
self.settingsmenudisplay.refresh(0, 0, self.rows, self.cols - 1)
self.resize_window()
def resize_window(self) -> bool:
"""
If the window got resized, ensure that the screen size got updated.
"""
y, x = self.screen.getmaxyx() if self.screen else (0, 0)
if self.screen and curses.is_term_resized(self.rows,
self.cols): # pragma: nocover
curses.resizeterm(y, x)
return True
return False
@property
def rows(self) -> int:
return curses.LINES if self.screen else 42
@property
def cols(self) -> int:
return curses.COLS if self.screen else 42

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#!/usr/bin/env python
from dungeonbattle.interfaces import Map
from .display import Display
class MapDisplay(Display):
def __init__(self, *args):
super().__init__(*args)
def update_map(self, m: Map) -> None:
self.map = m
self.pad = self.newpad(m.height, self.pack.tile_width * m.width + 1)
def update_pad(self) -> None:
self.init_pair(1, self.pack.tile_fg_color, self.pack.tile_bg_color)
self.init_pair(2, self.pack.entity_fg_color, self.pack.entity_bg_color)
self.pad.addstr(0, 0, self.map.draw_string(self.pack),
self.color_pair(1))
for e in self.map.entities:
self.pad.addstr(e.y, self.pack.tile_width * e.x,
self.pack[e.name.upper()], self.color_pair(2))
def display(self) -> None:
y, x = self.map.currenty, self.pack.tile_width * self.map.currentx
deltay, deltax = (self.height // 2) + 1, (self.width // 2) + 1
pminrow, pmincol = y - deltay, x - deltax
sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
deltay, deltax = self.height - deltay, self.width - deltax
smaxrow = self.map.height - (y + deltay) + self.height - 1
smaxrow = min(smaxrow, self.height - 1)
smaxcol = self.pack.tile_width * self.map.width - \
(x + deltax) + self.width - 1
smaxcol = min(smaxcol, self.width - 1)
pminrow = max(0, min(self.map.height, pminrow))
pmincol = max(0, min(self.pack.tile_width * self.map.width, pmincol))
self.pad.clear()
self.update_pad()
self.pad.refresh(pminrow, pmincol, sminrow, smincol, smaxrow, smaxcol)

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from typing import List
from dungeonbattle.menus import Menu, MainMenu
from .display import Display
class MenuDisplay(Display):
position: int
def __init__(self, *args):
super().__init__(*args)
self.menubox = self.newpad(self.rows, self.cols)
def update_menu(self, menu: Menu) -> None:
self.menu = menu
self.trueheight = len(self.values)
self.truewidth = max([len(a) for a in self.values])
# Menu values are printed in pad
self.pad = self.newpad(self.trueheight, self.truewidth + 2)
for i in range(self.trueheight):
self.pad.addstr(i, 0, " " + self.values[i])
def update_pad(self) -> None:
for i in range(self.trueheight):
self.pad.addstr(i, 0, " " + self.values[i])
# set a marker on the selected line
self.pad.addstr(self.menu.position, 0, ">")
def display(self) -> None:
cornery = 0 if self.height - 2 >= self.menu.position - 1 \
else self.trueheight - self.height + 2 \
if self.height - 2 >= self.trueheight - self.menu.position else 0
# Menu box
self.menubox.addstr(0, 0, "" + "" * (self.width - 2) + "")
for i in range(1, self.height - 1):
self.menubox.addstr(i, 0, "" + " " * (self.width - 2) + "")
self.menubox.addstr(self.height - 1, 0,
"" + "" * (self.width - 2) + "")
self.menubox.refresh(0, 0, self.y, self.x,
self.height + self.y,
self.width + self.x)
self.update_pad()
self.pad.refresh(cornery, 0, self.y + 1, self.x + 2,
self.height - 2 + self.y,
self.width - 2 + self.x)
@property
def preferred_width(self) -> int:
return self.truewidth + 6
@property
def preferred_height(self) -> int:
return self.trueheight + 2
@property
def values(self) -> List[str]:
return [str(a) for a in self.menu.values]
class MainMenuDisplay(Display):
def __init__(self, menu: MainMenu, *args):
super().__init__(*args)
self.menu = menu
self.pad = self.newpad(self.rows, self.cols)
with open("resources/ascii_art.txt", "r") as file:
self.title = file.read().split("\n")
self.menudisplay = MenuDisplay(self.screen, self.pack)
self.menudisplay.update_menu(self.menu)
def display(self) -> None:
for i in range(len(self.title)):
self.pad.addstr(4 + i, self.width // 2
- len(self.title[0]) // 2 - 1, self.title[i])
self.pad.refresh(0, 0, self.y, self.x, self.height, self.width)
menuwidth = min(self.menudisplay.preferred_width, self.width)
menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
self.menudisplay.refresh(
menuy, menux, min(self.menudisplay.preferred_height,
self.height - menuy), menuwidth)

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import curses
from .display import Display
from dungeonbattle.entities.player import Player
class StatsDisplay(Display):
player: Player
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.pad = self.newpad(self.rows, self.cols)
self.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
def update_player(self, p: Player) -> None:
self.player = p
def update_pad(self) -> None:
string = ""
for _ in range(self.width - 1):
string = string + "-"
self.pad.addstr(0, 0, string)
string2 = "Player -- LVL {} EXP {}/{} HP {}/{}"\
.format(self.player.level, self.player.current_xp,
self.player.max_xp, self.player.health,
self.player.maxhealth)
for _ in range(self.width - len(string2) - 1):
string2 = string2 + " "
self.pad.addstr(1, 0, string2)
string3 = "Stats : STR {} INT {} CHR {} DEX {} CON {}"\
.format(self.player.strength,
self.player.intelligence, self.player.charisma,
self.player.dexterity, self.player.constitution)
for _ in range(self.width - len(string3) - 1):
string3 = string3 + " "
self.pad.addstr(2, 0, string3)
inventory_str = "Inventaire : " + "".join(
self.pack[item.name.upper()] for item in self.player.inventory)
self.pad.addstr(3, 0, inventory_str)
if self.player.dead:
self.pad.addstr(4, 0, "VOUS ÊTES MORT",
curses.A_BOLD | curses.A_BLINK | curses.A_STANDOUT
| self.color_pair(3))
def display(self) -> None:
self.pad.clear()
self.update_pad()
self.pad.refresh(0, 0, self.y, self.x,
4 + self.y, self.width + self.x)

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from typing import Optional
from .player import Player
from ..interfaces import Entity, FightingEntity, Map
class Item(Entity):
held: bool
held_by: Optional["Player"]
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.held = False
def drop(self, y: int, x: int) -> None:
if self.held:
self.held_by.inventory.remove(self)
self.held = False
self.held_by = None
self.map.add_entity(self)
self.move(y, x)
def hold(self, player: "Player") -> None:
self.held = True
self.held_by = player
self.map.remove_entity(self)
player.inventory.append(self)
class Heart(Item):
name: str = "heart"
healing: int = 5
def hold(self, player: "Player") -> None:
"""
When holding a heart, heal the player and don't put item in inventory.
"""
player.health = min(player.maxhealth, player.health + self.healing)
self.map.remove_entity(self)
class Bomb(Item):
name: str = "bomb"
damage: int = 5
exploding: bool
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.exploding = False
def drop(self, x: int, y: int) -> None:
super().drop(x, y)
self.exploding = True
def act(self, m: Map) -> None:
if self.exploding:
for e in m.entities:
if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
isinstance(e, FightingEntity):
e.take_damage(self, self.damage)

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from random import choice
from .player import Player
from ..interfaces import FightingEntity, Map
class Monster(FightingEntity):
def act(self, m: Map) -> None:
"""
By default, a monster will move randomly where it is possible
And if a player is close to the monster, the monster run on the player.
"""
target = None
for entity in m.entities:
if self.distance_squared(entity) <= 25 and \
isinstance(entity, Player):
target = entity
break
# A Dijkstra algorithm has ran that targets the player.
# With that way, monsters can simply follow the path.
# If they can't move and they are already close to the player,
# They hit.
if target and (self.y, self.x) in target.paths:
# Move to target player
next_y, next_x = target.paths[(self.y, self.x)]
moved = self.check_move(next_y, next_x, True)
if not moved and self.distance_squared(target) <= 1:
self.hit(target)
else:
for _ in range(100):
if choice([self.move_up, self.move_down,
self.move_left, self.move_right])():
break
class Beaver(Monster):
name = "beaver"
maxhealth = 30
strength = 2
class Hedgehog(Monster):
name = "hedgehog"
maxhealth = 10
strength = 3
class Rabbit(Monster):
name = "rabbit"
maxhealth = 15
strength = 1
class TeddyBear(Monster):
name = "teddy_bear"
maxhealth = 50
strength = 0

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from random import randint
from typing import Dict, Tuple
from ..interfaces import FightingEntity
class Player(FightingEntity):
name = "player"
maxhealth: int = 20
strength: int = 5
intelligence: int = 1
charisma: int = 1
dexterity: int = 1
constitution: int = 1
level: int = 1
current_xp: int = 0
max_xp: int = 10
inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]]
def __init__(self):
super().__init__()
self.inventory = list()
def move(self, y: int, x: int) -> None:
"""
When the player moves, move the camera of the map.
"""
super().move(y, x)
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
def level_up(self) -> None:
"""
Add levels to the player as much as it is possible.
"""
while self.current_xp > self.max_xp:
self.level += 1
self.current_xp -= self.max_xp
self.max_xp = self.level * 10
self.health = self.maxhealth
# TODO Remove it, that's only fun
self.map.spawn_random_entities(randint(3 * self.level,
10 * self.level))
def add_xp(self, xp: int) -> None:
"""
Add some experience to the player.
If the required amount is reached, level up.
"""
self.current_xp += xp
self.level_up()
# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:
"""
If the player tries to move but a fighting entity is there,
the player fights this entity.
It rewards some XP if it is dead.
"""
# Don't move if we are dead
if self.dead:
return False
for entity in self.map.entities:
if entity.y == y and entity.x == x:
if entity.is_fighting_entity():
self.hit(entity)
if entity.dead:
self.add_xp(randint(3, 7))
return True
elif entity.is_item():
entity.hold(self)
return super().check_move(y, x, move_if_possible)
def recalculate_paths(self, max_distance: int = 8) -> None:
"""
Use Dijkstra algorithm to calculate best paths
for monsters to go to the player.
"""
queue = [(self.y, self.x)]
visited = []
distances = {(self.y, self.x): 0}
predecessors = {}
while queue:
y, x = queue.pop(0)
visited.append((y, x))
if distances[(y, x)] >= max_distance:
continue
for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
new_y, new_x = y + diff_y, x + diff_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[y][x].can_walk() or \
(new_y, new_x) in visited or \
(new_y, new_x) in queue:
continue
predecessors[(new_y, new_x)] = (y, x)
distances[(new_y, new_x)] = distances[(y, x)] + 1
queue.append((new_y, new_x))
self.paths = predecessors

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from random import randint
from typing import Any, Optional
from .entities.player import Player
from .enums import GameMode, KeyValues, DisplayActions
from .interfaces import Map
from .settings import Settings
from . import menus
from .mapgeneration import randomwalk
from typing import Callable
class Game:
map: Map
player: Player
# display_actions is a display interface set by the bootstrapper
display_actions: Callable[[DisplayActions], None]
def __init__(self) -> None:
"""
Init the game.
"""
self.state = GameMode.MAINMENU
self.main_menu = menus.MainMenu()
self.settings_menu = menus.SettingsMenu()
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
self.settings_menu.update_values(self.settings)
def new_game(self) -> None:
"""
Create a new game on the screen.
"""
self.map = randomwalk.Generator().run()
self.player = Player()
self.map.add_entity(self.player)
self.player.move(self.map.start_y, self.map.start_x)
self.map.spawn_random_entities(randint(3, 10))
@staticmethod
def load_game(filename: str) -> None:
# TODO loading map from a file
raise NotImplementedError()
def run(self, screen: Any) -> None:
"""
Main infinite loop.
We wait for a player action, then we do what that should be done
when the given key got pressed.
"""
while True: # pragma no cover
screen.clear()
screen.refresh()
self.display_actions(DisplayActions.REFRESH)
key = screen.getkey()
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
-> None:
"""
Indicates what should be done when the given key is pressed,
according to the current game state.
"""
if self.state == GameMode.PLAY:
self.handle_key_pressed_play(key)
elif self.state == GameMode.MAINMENU:
self.main_menu.handle_key_pressed(key, self)
elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
self.display_actions(DisplayActions.REFRESH)
def handle_key_pressed_play(self, key: KeyValues) -> None:
"""
In play mode, arrows or zqsd should move the main character.
"""
if key == KeyValues.UP:
if self.player.move_up():
self.map.tick()
elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick()
elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick()
elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick()
elif key == KeyValues.SPACE:
self.state = GameMode.MAINMENU

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#!/usr/bin/env python
from enum import Enum, auto
from math import sqrt
from random import choice, randint
from typing import List
from dungeonbattle.display.texturepack import TexturePack
class Map:
"""
Object that represents a Map with its width, height
and the whole tiles, with their custom properties.
"""
width: int
height: int
start_y: int
start_x: int
tiles: List[List["Tile"]]
entities: List["Entity"]
# coordinates of the point that should be
# on the topleft corner of the screen
currentx: int
currenty: int
def __init__(self, width: int, height: int, tiles: list,
start_y: int, start_x: int):
self.width = width
self.height = height
self.start_y = start_y
self.start_x = start_x
self.tiles = tiles
self.entities = []
def add_entity(self, entity: "Entity") -> None:
"""
Register a new entity in the map.
"""
self.entities.append(entity)
entity.map = self
def remove_entity(self, entity: "Entity") -> None:
"""
Unregister an entity from the map.
"""
self.entities.remove(entity)
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":
"""
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":
"""
Load a map represented by its characters and build a Map object.
"""
lines = content.split("\n")
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)
width = len(lines[0])
tiles = [[Tile.from_ascii_char(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return Map(width, height, tiles, start_y, start_x)
def draw_string(self, pack: TexturePack) -> str:
"""
Draw the current map as a string object that can be rendered
in the window.
"""
return "\n".join("".join(tile.char(pack) for tile in line)
for line in self.tiles)
def spawn_random_entities(self, count: int) -> None:
"""
Put randomly {count} hedgehogs on the map, where it is available.
"""
for _ 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
entity = choice(Entity.get_all_entity_classes())()
entity.move(y, x)
self.add_entity(entity)
def tick(self) -> None:
"""
Trigger all entity events.
"""
for entity in self.entities:
entity.act(self)
class Tile(Enum):
EMPTY = auto()
WALL = auto()
FLOOR = auto()
@classmethod
def from_ascii_char(cls, ch: str) -> "Tile":
for tile in Tile:
if tile.char(TexturePack.ASCII_PACK) == ch:
return tile
raise ValueError(ch)
def char(self, pack: TexturePack) -> str:
return getattr(pack, self.name)
def is_wall(self) -> bool:
return self == Tile.WALL
def can_walk(self) -> bool:
"""
Check if an entity (player or not) can move in this tile.
"""
return not self.is_wall() and self != Tile.EMPTY
class Entity:
y: int
x: int
name: str
map: Map
def __init__(self):
self.y = 0
self.x = 0
def check_move(self, y: int, x: int, move_if_possible: bool = False)\
-> bool:
free = self.map.is_free(y, x)
if free and move_if_possible:
self.move(y, x)
return free
def move(self, y: int, x: int) -> bool:
self.y = y
self.x = x
return True
def move_up(self, force: bool = False) -> bool:
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:
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:
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:
return self.move(self.y, self.x + 1) if force else \
self.check_move(self.y, self.x + 1, True)
def act(self, m: Map) -> None:
"""
Define the action of the entity that is ran each tick.
By default, does nothing.
"""
pass
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))
def is_fighting_entity(self) -> bool:
return isinstance(self, FightingEntity)
def is_item(self) -> bool:
from dungeonbattle.entities.items import Item
return isinstance(self, Item)
@staticmethod
def get_all_entity_classes():
from dungeonbattle.entities.items import Heart, Bomb
from dungeonbattle.entities.monsters import Beaver, Hedgehog, \
Rabbit, TeddyBear
return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear]
class FightingEntity(Entity):
maxhealth: int
health: int
strength: int
dead: bool
intelligence: int
charisma: int
dexterity: int
constitution: int
level: int
def __init__(self):
super().__init__()
self.health = self.maxhealth
self.dead = False
def hit(self, opponent: "FightingEntity") -> None:
opponent.take_damage(self, self.strength)
def take_damage(self, attacker: "Entity", amount: int) -> None:
self.health -= amount
if self.health <= 0:
self.die()
def die(self) -> None:
self.dead = True
self.map.remove_entity(self)

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import os
import unittest
from dungeonbattle.bootstrap import Bootstrap
from dungeonbattle.display.display import Display
from dungeonbattle.display.display_manager import DisplayManager
from dungeonbattle.entities.player import Player
from dungeonbattle.game import Game, KeyValues, GameMode
from dungeonbattle.menus import MainMenuValues
from dungeonbattle.settings import Settings
class TestGame(unittest.TestCase):
def setUp(self) -> None:
"""
Setup game.
"""
self.game = Game()
self.game.new_game()
display = DisplayManager(None, self.game)
self.game.display_actions = display.handle_display_action
def test_load_game(self) -> None:
self.assertRaises(NotImplementedError, Game.load_game, "game.save")
self.assertRaises(NotImplementedError, Display(None).display)
def test_bootstrap_fail(self) -> None:
"""
Ensure that the test can't play the game,
because there is no associated shell.
Yeah, that's only for coverage.
"""
self.assertRaises(Exception, Bootstrap.run_game)
self.assertEqual(os.getenv("TERM", "unknown"), "unknown")
def test_key_translation(self) -> None:
"""
Test key bindings.
"""
self.game.settings = Settings()
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_UP_PRIMARY, self.game.settings),
KeyValues.UP)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_UP_SECONDARY, self.game.settings),
KeyValues.UP)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_DOWN_PRIMARY, self.game.settings),
KeyValues.DOWN)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_DOWN_SECONDARY, self.game.settings),
KeyValues.DOWN)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_LEFT_PRIMARY, self.game.settings),
KeyValues.LEFT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_LEFT_SECONDARY, self.game.settings),
KeyValues.LEFT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_RIGHT_PRIMARY, self.game.settings),
KeyValues.RIGHT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_RIGHT_SECONDARY, self.game.settings),
KeyValues.RIGHT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_ENTER, self.game.settings),
KeyValues.ENTER)
self.assertEqual(KeyValues.translate_key(' ', self.game.settings),
KeyValues.SPACE)
self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
None)
def test_key_press(self) -> None:
"""
Press a key and see what is done.
"""
self.assertEqual(self.game.state, GameMode.MAINMENU)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SETTINGS)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.SETTINGS)
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.MAINMENU)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.EXIT)
self.assertRaises(SystemExit, self.game.handle_key_pressed,
KeyValues.ENTER)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SETTINGS)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.PLAY)
# Kill entities
for entity in self.game.map.entities.copy():
if not isinstance(entity, Player):
self.game.map.remove_entity(entity)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.DOWN)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y + 1)
self.assertEqual(new_x, x)
y, x = new_y, new_x
self.game.handle_key_pressed(KeyValues.RIGHT)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x + 1)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.UP)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y - 1)
self.assertEqual(new_x, x)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.LEFT)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x - 1)
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.MAINMENU)
def test_settings_menu(self) -> None:
"""
Ensure that the settings menu is working properly.
"""
self.game.settings = Settings()
# Open settings menu
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.SETTINGS)
# Define the "move up" key to 'w'
self.assertFalse(self.game.settings_menu.waiting_for_key)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertTrue(self.game.settings_menu.waiting_for_key)
self.game.handle_key_pressed(None, 'w')
self.assertFalse(self.game.settings_menu.waiting_for_key)
self.assertEqual(self.game.settings.KEY_UP_PRIMARY, 'w')
# Navigate to "move left"
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.UP)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
# Define the "move up" key to 'a'
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertTrue(self.game.settings_menu.waiting_for_key)
# Can't used a mapped key
self.game.handle_key_pressed(None, 's')
self.assertTrue(self.game.settings_menu.waiting_for_key)
self.game.handle_key_pressed(None, 'a')
self.assertFalse(self.game.settings_menu.waiting_for_key)
self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
# Navigate to "texture pack"
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
# Change texture pack
self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.TEXTURE_PACK, "squirrel")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
# Navigate to "back" button
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.MAINMENU)
def test_dead_screen(self) -> None:
"""
Kill player and render dead screen.
"""
self.game.state = GameMode.PLAY
# Kill player
self.game.player.take_damage(self.game.player,
self.game.player.health + 2)
y, x = self.game.player.y, self.game.player.x
for key in [KeyValues.UP, KeyValues.DOWN,
KeyValues.LEFT, KeyValues.RIGHT]:
self.game.handle_key_pressed(key)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x)

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import unittest
from dungeonbattle.menus import ArbitraryMenu, MainMenu, MainMenuValues
class TestMenus(unittest.TestCase):
def test_scroll_menu(self) -> None:
"""
Test to scroll the menu.
"""
arbitrary_menu = ArbitraryMenu([])
self.assertEqual(arbitrary_menu.position, 0)
main_menu = MainMenu()
self.assertEqual(main_menu.position, 0)
self.assertEqual(main_menu.validate(), MainMenuValues.START)
main_menu.go_up()
self.assertEqual(main_menu.validate(), MainMenuValues.START)
main_menu.go_down()
self.assertEqual(main_menu.validate(), MainMenuValues.SETTINGS)
main_menu.go_down()
self.assertEqual(main_menu.validate(), MainMenuValues.EXIT)
main_menu.go_down()
self.assertEqual(main_menu.validate(), MainMenuValues.EXIT)

26
main.py
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#!/usr/bin/env python
from dungeonbattle.bootstrap import Bootstrap
#!/usr/bin/env python3
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import argparse
import sys
from squirrelbattle.bootstrap import Bootstrap
from squirrelbattle.translations import Translator
if __name__ == "__main__":
Bootstrap.run_game()
parser = argparse.ArgumentParser()
parser.add_argument("--makemessages", "-mm", action="store_true",
help="Extract translatable strings")
parser.add_argument("--compilemessages", "-cm", action="store_true",
help="Compile translatable strings")
args = parser.parse_args(sys.argv[1:])
if args.makemessages:
Translator.makemessages()
elif args.compilemessages:
Translator.compilemessages()
else:
Bootstrap.run_game()

55
setup.py Normal file
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#!/usr/bin/env python3
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import subprocess
from setuptools import find_packages, setup
with open("README.md", "r") as f:
long_description = f.read()
# Compile messages
for language in ["de", "es", "fr"]:
args = ["msgfmt", "--check-format",
"-o", f"squirrelbattle/locale/{language}/LC_MESSAGES"
"/squirrelbattle.mo",
f"squirrelbattle/locale/{language}/LC_MESSAGES"
"/squirrelbattle.po"]
print(f"Compiling {language} messages...")
subprocess.Popen(args)
setup(
name="squirrel-battle",
version="3.14.1",
author="ÿnérant, eichhornchen, nicomarg, charlse",
author_email="squirrel-battle@crans.org",
description="Watch out for squirrel's knives!",
long_description=long_description,
long_description_content_type="text/markdown",
url="https://gitlab.crans.org/ynerant/squirrel-battle",
packages=find_packages(),
license='GPLv3',
classifiers=[
"Development Status :: 4 - Beta",
"Environment :: Console :: Curses",
"License :: OSI Approved :: GNU General Public License v3 (GPLv3)",
"Natural Language :: French",
"Operating System :: OS Independent",
"Programming Language :: Python :: 3",
"Programming Language :: Python :: 3.6",
"Programming Language :: Python :: 3.7",
"Programming Language :: Python :: 3.8",
"Programming Language :: Python :: 3.9",
"Topic :: Games/Entertainment",
],
python_requires='>=3.6',
include_package_data=True,
package_data={"squirrelbattle": ["assets/*", "locale/*/*/*.mo"]},
entry_points={
"console_scripts": [
"squirrel-battle = squirrelbattle.bootstrap:Bootstrap.run_game",
]
}
)

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from squirrelbattle.game import Game
from squirrelbattle.display.display_manager import DisplayManager
from squirrelbattle.term_manager import TermManager
class Bootstrap:
"""
The bootstrap object is used to bootstrap the game so that it starts
properly.
(It was initially created to avoid circular imports between the Game and
Display classes)
"""
@staticmethod
def run_game():
with TermManager() as term_manager: # pragma: no cover
game = Game()
game.new_game()
display = DisplayManager(term_manager.screen, game)
game.display_actions = display.handle_display_action
game.run(term_manager.screen)

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from typing import Any, Optional, Union
from squirrelbattle.display.texturepack import TexturePack
from squirrelbattle.tests.screen import FakePad
class Display:
x: int
y: int
width: int
height: int
pad: Any
def __init__(self, screen: Any, pack: Optional[TexturePack] = None):
self.screen = screen
self.pack = pack or TexturePack.get_pack("ascii")
def newpad(self, height: int, width: int) -> Union[FakePad, Any]:
return curses.newpad(height, width) if self.screen else FakePad()
def truncate(self, msg: str, height: int, width: int) -> str:
height = max(0, height)
width = max(0, width)
lines = msg.split("\n")
lines = lines[:height]
lines = [line[:width] for line in lines]
return "\n".join(lines)
def addstr(self, pad: Any, y: int, x: int, msg: str, *options) -> None:
"""
Display a message onto the pad.
If the message is too large, it is truncated vertically and horizontally
"""
height, width = pad.getmaxyx()
msg = self.truncate(msg, height - y, width - x - 1)
if msg.replace("\n", "") and x >= 0 and y >= 0:
return pad.addstr(y, x, msg, *options)
def init_pair(self, number: int, foreground: int, background: int) -> None:
return curses.init_pair(number, foreground, background) \
if self.screen else None
def color_pair(self, number: int) -> int:
return curses.color_pair(number) if self.screen else 0
def resize(self, y: int, x: int, height: int, width: int,
resize_pad: bool = True) -> None:
self.x = x
self.y = y
self.width = width
self.height = height
if hasattr(self, "pad") and resize_pad and \
self.height >= 0 and self.width >= 0:
self.pad.resize(self.height + 1, self.width + 1)
def refresh(self, *args, resize_pad: bool = True) -> None:
if len(args) == 4:
self.resize(*args, resize_pad)
self.display()
def refresh_pad(self, pad: Any, top_y: int, top_x: int,
window_y: int, window_x: int,
last_y: int, last_x: int) -> None:
"""
Refresh a pad on a part of the window.
The refresh starts at coordinates (top_y, top_x) from the pad,
and is drawn from (window_y, window_x) to (last_y, last_x).
If coordinates are invalid (negative indexes/length..., then nothing
is drawn and no error is raised.
"""
top_y, top_x = max(0, top_y), max(0, top_x)
window_y, window_x = max(0, window_y), max(0, window_x)
screen_max_y, screen_max_x = self.screen.getmaxyx() if self.screen \
else (42, 42)
last_y, last_x = min(screen_max_y - 1, last_y), \
min(screen_max_x - 1, last_x)
if last_y >= window_y and last_x >= window_x:
# Refresh the pad only if coordinates are valid
pad.refresh(top_y, top_x, window_y, window_x, last_y, last_x)
def display(self) -> None:
raise NotImplementedError
@property
def rows(self) -> int:
return curses.LINES if self.screen else 42
@property
def cols(self) -> int:
return curses.COLS if self.screen else 42
class VerticalSplit(Display):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.pad = self.newpad(self.rows, 1)
@property
def width(self) -> int:
return 1
@width.setter
def width(self, val: Any) -> None:
pass
def display(self) -> None:
for i in range(self.height):
self.addstr(self.pad, i, 0, "")
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.y + self.height - 1, self.x)
class HorizontalSplit(Display):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.pad = self.newpad(1, self.cols)
@property
def height(self) -> int:
return 1
@height.setter
def height(self, val: Any) -> None:
pass
def display(self) -> None:
for i in range(self.width):
self.addstr(self.pad, 0, i, "")
self.refresh_pad(self.pad, 0, 0, self.y, self.x, self.y,
self.x + self.width - 1)
class Box(Display):
def __init__(self, *args, fg_border_color: Optional[int] = None, **kwargs):
super().__init__(*args, **kwargs)
self.pad = self.newpad(self.rows, self.cols)
self.fg_border_color = fg_border_color or curses.COLOR_WHITE
pair_number = 4 + self.fg_border_color
self.init_pair(pair_number, self.fg_border_color, curses.COLOR_BLACK)
self.pair = self.color_pair(pair_number)
def display(self) -> None:
self.addstr(self.pad, 0, 0, "" + "" * (self.width - 2) + "",
self.pair)
for i in range(1, self.height - 1):
self.addstr(self.pad, i, 0, "", self.pair)
self.addstr(self.pad, i, self.width - 1, "", self.pair)
self.addstr(self.pad, self.height - 1, 0,
"" + "" * (self.width - 2) + "", self.pair)
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.y + self.height - 1, self.x + self.width - 1)

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# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from squirrelbattle.display.display import VerticalSplit, HorizontalSplit
from squirrelbattle.display.mapdisplay import MapDisplay
from squirrelbattle.display.messagedisplay import MessageDisplay
from squirrelbattle.display.statsdisplay import StatsDisplay
from squirrelbattle.display.menudisplay import MainMenuDisplay, \
InventoryDisplay, SettingsMenuDisplay
from squirrelbattle.display.logsdisplay import LogsDisplay
from squirrelbattle.display.texturepack import TexturePack
from typing import Any
from squirrelbattle.game import Game, GameMode
from squirrelbattle.enums import DisplayActions
class DisplayManager:
def __init__(self, screen: Any, g: Game):
self.game = g
self.screen = screen
pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
self.mapdisplay = MapDisplay(screen, pack)
self.statsdisplay = StatsDisplay(screen, pack)
self.logsdisplay = LogsDisplay(screen, pack)
self.inventorydisplay = InventoryDisplay(screen, pack)
self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
screen, pack)
self.settingsmenudisplay = SettingsMenuDisplay(screen, pack)
self.messagedisplay = MessageDisplay(screen=screen, pack=None)
self.hbar = HorizontalSplit(screen, pack)
self.vbar = VerticalSplit(screen, pack)
self.displays = [self.statsdisplay, self.mapdisplay,
self.mainmenudisplay, self.settingsmenudisplay,
self.logsdisplay, self.messagedisplay]
self.update_game_components()
def handle_display_action(self, action: DisplayActions) -> None:
if action == DisplayActions.REFRESH:
self.refresh()
elif action == DisplayActions.UPDATE:
self.update_game_components()
def update_game_components(self) -> None:
for d in self.displays:
d.pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
self.mapdisplay.update_map(self.game.map)
self.statsdisplay.update_player(self.game.player)
self.inventorydisplay.update_menu(self.game.inventory_menu)
self.settingsmenudisplay.update_menu(self.game.settings_menu)
self.logsdisplay.update_logs(self.game.logs)
self.messagedisplay.update_message(self.game.message)
def refresh(self) -> None:
if self.game.state == GameMode.PLAY \
or self.game.state == GameMode.INVENTORY:
# The map pad has already the good size
self.mapdisplay.refresh(0, 0, self.rows * 4 // 5,
self.mapdisplay.pack.tile_width
* (self.cols * 4 // 5
// self.mapdisplay.pack.tile_width),
resize_pad=False)
self.statsdisplay.refresh(0, self.cols * 4 // 5 + 1,
self.rows, self.cols // 5 - 1)
self.logsdisplay.refresh(self.rows * 4 // 5 + 1, 0,
self.rows // 5 - 1, self.cols * 4 // 5)
self.hbar.refresh(self.rows * 4 // 5, 0, 1, self.cols * 4 // 5)
self.vbar.refresh(0, self.cols * 4 // 5, self.rows, 1)
if self.game.state == GameMode.INVENTORY:
self.inventorydisplay.refresh(self.rows // 10,
self.cols // 2,
8 * self.rows // 10,
2 * self.cols // 5)
elif self.game.state == GameMode.MAINMENU:
self.mainmenudisplay.refresh(0, 0, self.rows, self.cols)
elif self.game.state == GameMode.SETTINGS:
self.settingsmenudisplay.refresh(0, 0, self.rows, self.cols)
if self.game.message:
height, width = 0, 0
for line in self.game.message.split("\n"):
height += 1
width = max(width, len(line))
y, x = (self.rows - height) // 2, (self.cols - width) // 2
self.messagedisplay.refresh(y, x, height, width)
self.resize_window()
def resize_window(self) -> bool:
"""
If the window got resized, ensure that the screen size got updated.
"""
y, x = self.screen.getmaxyx() if self.screen else (0, 0)
if self.screen and curses.is_term_resized(self.rows,
self.cols): # pragma: nocover
curses.resizeterm(y, x)
return True
return False
@property
def rows(self) -> int:
return curses.LINES if self.screen else 42
@property
def cols(self) -> int:
return curses.COLS if self.screen else 42

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@ -0,0 +1,25 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from squirrelbattle.display.display import Display
from squirrelbattle.interfaces import Logs
class LogsDisplay(Display):
def __init__(self, *args) -> None:
super().__init__(*args)
self.pad = self.newpad(self.rows, self.cols)
def update_logs(self, logs: Logs) -> None:
self.logs = logs
def display(self) -> None:
messages = self.logs.messages[-self.height:]
messages = messages[::-1]
self.pad.erase()
for i in range(min(self.height, len(messages))):
self.addstr(self.pad, self.height - i - 1, self.x,
messages[i][:self.width])
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.y + self.height - 1, self.x + self.width - 1)

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@ -0,0 +1,71 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from squirrelbattle.interfaces import Map
from .display import Display
class MapDisplay(Display):
def __init__(self, *args):
super().__init__(*args)
def update_map(self, m: Map) -> None:
self.map = m
self.pad = self.newpad(m.height, self.pack.tile_width * m.width + 1)
def update_pad(self) -> None:
self.init_pair(1, self.pack.tile_fg_color, self.pack.tile_bg_color)
self.init_pair(2, self.pack.entity_fg_color, self.pack.entity_bg_color)
self.addstr(self.pad, 0, 0, self.map.draw_string(self.pack),
self.color_pair(1))
for e in self.map.entities:
self.addstr(self.pad, e.y, self.pack.tile_width * e.x,
self.pack[e.name.upper()], self.color_pair(2))
# Display Path map for deubg purposes
# from squirrelbattle.entities.player import Player
# players = [ p for p in self.map.entities if isinstance(p,Player) ]
# player = players[0] if len(players) > 0 else None
# if player:
# for x in range(self.map.width):
# for y in range(self.map.height):
# if (y,x) in player.paths:
# deltay, deltax = (y - player.paths[(y, x)][0],
# x - player.paths[(y, x)][1])
# if (deltay, deltax) == (-1, 0):
# character = '↓'
# elif (deltay, deltax) == (1, 0):
# character = '↑'
# elif (deltay, deltax) == (0, -1):
# character = '→'
# else:
# character = '←'
# self.addstr(self.pad, y, self.pack.tile_width * x,
# character, self.color_pair(1))
def display(self) -> None:
y, x = self.map.currenty, self.pack.tile_width * self.map.currentx
deltay, deltax = (self.height // 2) + 1, (self.width // 2) + 1
pminrow, pmincol = y - deltay, x - deltax
sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
deltay, deltax = self.height - deltay, self.width - deltax
smaxrow = self.map.height - (y + deltay) + self.height - 1
smaxrow = min(smaxrow, self.height - 1)
smaxcol = self.pack.tile_width * self.map.width - \
(x + deltax) + self.width - 1
# Wrap perfectly the map according to the width of the tiles
pmincol = self.pack.tile_width * (pmincol // self.pack.tile_width)
smincol = self.pack.tile_width * (smincol // self.pack.tile_width)
smaxcol = self.pack.tile_width \
* (smaxcol // self.pack.tile_width + 1) - 1
smaxcol = min(smaxcol, self.width - 1)
pminrow = max(0, min(self.map.height, pminrow))
pmincol = max(0, min(self.pack.tile_width * self.map.width, pmincol))
self.pad.erase()
self.update_pad()
self.refresh_pad(self.pad, pminrow, pmincol, sminrow, smincol, smaxrow,
smaxcol)

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@ -0,0 +1,120 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from typing import List
from squirrelbattle.menus import Menu, MainMenu
from .display import Display, Box
from ..resources import ResourceManager
from ..translations import gettext as _
class MenuDisplay(Display):
position: int
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.menubox = Box(*args, **kwargs)
def update_menu(self, menu: Menu) -> None:
self.menu = menu
# Menu values are printed in pad
self.pad = self.newpad(self.trueheight, self.truewidth + 2)
def update_pad(self) -> None:
for i in range(self.trueheight):
self.addstr(self.pad, i, 0, " " + self.values[i])
# set a marker on the selected line
self.addstr(self.pad, self.menu.position, 0, ">")
def display(self) -> None:
cornery = 0 if self.height - 2 >= self.menu.position - 1 \
else self.trueheight - self.height + 2 \
if self.height - 2 >= self.trueheight - self.menu.position else 0
# Menu box
self.menubox.refresh(self.y, self.x, self.height, self.width)
self.pad.erase()
self.update_pad()
self.refresh_pad(self.pad, cornery, 0, self.y + 1, self.x + 2,
self.height - 2 + self.y,
self.width - 2 + self.x)
@property
def truewidth(self) -> int:
return max([len(str(a)) for a in self.values])
@property
def trueheight(self) -> int:
return len(self.values)
@property
def preferred_width(self) -> int:
return self.truewidth + 6
@property
def preferred_height(self) -> int:
return self.trueheight + 2
@property
def values(self) -> List[str]:
return [str(a) for a in self.menu.values]
class SettingsMenuDisplay(MenuDisplay):
@property
def values(self) -> List[str]:
return [_(a[1][1]) + (" : "
+ ("?" if self.menu.waiting_for_key
and a == self.menu.validate() else a[1][0]
.replace("\n", "\\n"))
if a[1][0] else "") for a in self.menu.values]
class MainMenuDisplay(Display):
def __init__(self, menu: MainMenu, *args):
super().__init__(*args)
self.menu = menu
with open(ResourceManager.get_asset_path("ascii_art.txt"), "r") as file:
self.title = file.read().split("\n")
self.pad = self.newpad(max(self.rows, len(self.title) + 30),
max(len(self.title[0]) + 5, self.cols))
self.menudisplay = MenuDisplay(self.screen, self.pack)
self.menudisplay.update_menu(self.menu)
def display(self) -> None:
for i in range(len(self.title)):
self.addstr(self.pad, 4 + i, max(self.width // 2
- len(self.title[0]) // 2 - 1, 0), self.title[i])
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.height + self.y - 1,
self.width + self.x - 1)
menuwidth = min(self.menudisplay.preferred_width, self.width)
menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
self.menudisplay.refresh(
menuy, menux, min(self.menudisplay.preferred_height,
self.height - menuy), menuwidth)
class InventoryDisplay(MenuDisplay):
def update_pad(self) -> None:
message = _("== INVENTORY ==")
self.addstr(self.pad, 0, (self.width - len(message)) // 2, message,
curses.A_BOLD | curses.A_ITALIC)
for i, item in enumerate(self.menu.values):
rep = self.pack[item.name.upper()]
selection = f"[{rep}]" if i == self.menu.position else f" {rep} "
self.addstr(self.pad, 2 + i, 0, selection
+ " " + item.translated_name.capitalize())
@property
def truewidth(self) -> int:
return max(1, self.height if hasattr(self, "height") else 10)
@property
def trueheight(self) -> int:
return 2 + super().trueheight

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@ -0,0 +1,31 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from squirrelbattle.display.display import Box, Display
class MessageDisplay(Display):
"""
Display a message in a popup.
"""
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.box = Box(fg_border_color=curses.COLOR_RED, *args, **kwargs)
self.message = ""
self.pad = self.newpad(1, 1)
def update_message(self, msg: str) -> None:
self.message = msg
def display(self) -> None:
self.box.refresh(self.y - 1, self.x - 2,
self.height + 2, self.width + 4)
self.box.display()
self.pad.erase()
self.addstr(self.pad, 0, 0, self.message, curses.A_BOLD)
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.height + self.y - 1,
self.width + self.x - 1)

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@ -0,0 +1,58 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from ..entities.player import Player
from ..translations import gettext as _
from .display import Display
class StatsDisplay(Display):
player: Player
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.pad = self.newpad(self.rows, self.cols)
self.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
def update_player(self, p: Player) -> None:
self.player = p
def update_pad(self) -> None:
string2 = "Player -- LVL {}\nEXP {}/{}\nHP {}/{}"\
.format(self.player.level, self.player.current_xp,
self.player.max_xp, self.player.health,
self.player.maxhealth)
self.addstr(self.pad, 0, 0, string2)
string3 = "STR {}\nINT {}\nCHR {}\nDEX {}\nCON {}"\
.format(self.player.strength,
self.player.intelligence, self.player.charisma,
self.player.dexterity, self.player.constitution)
self.addstr(self.pad, 3, 0, string3)
inventory_str = _("Inventory:") + " "
# Stack items by type instead of displaying each item
item_types = [item.name for item in self.player.inventory]
item_types.sort(key=item_types.count, reverse=True)
printed_items = []
for item in item_types:
if item in printed_items:
continue
count = item_types.count(item)
inventory_str += self.pack[item.upper()]
if count > 1:
inventory_str += f"x{count} "
printed_items.append(item)
self.addstr(self.pad, 8, 0, inventory_str)
if self.player.dead:
self.addstr(self.pad, 10, 0, _("YOU ARE DEAD"),
curses.A_BOLD | curses.A_BLINK | curses.A_STANDOUT
| self.color_pair(3))
def display(self) -> None:
self.pad.erase()
self.update_pad()
self.refresh_pad(self.pad, 0, 0, self.y, self.x,
self.y + self.height - 1, self.width + self.x - 1)

View File

@ -1,3 +1,6 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from typing import Any
@ -51,8 +54,9 @@ TexturePack.ASCII_PACK = TexturePack(
HEART='',
BOMB='o',
RABBIT='Y',
BEAVER='_',
TIGER='n',
TEDDY_BEAR='8',
BODY_SNATCH_POTION='S',
)
TexturePack.SQUIRREL_PACK = TexturePack(
@ -65,11 +69,12 @@ TexturePack.SQUIRREL_PACK = TexturePack(
EMPTY=' ',
WALL='🧱',
FLOOR='██',
PLAYER='🐿 ',
PLAYER='🐿 ',
HEDGEHOG='🦔',
HEART='💜',
BOMB='💣',
RABBIT='🐇',
BEAVER='🦫',
TIGER='🐅',
TEDDY_BEAR='🧸',
BODY_SNATCH_POTION='🔀',
)

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@ -0,0 +1,2 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later

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@ -0,0 +1,178 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from random import choice, randint
from typing import Optional
from .player import Player
from ..interfaces import Entity, FightingEntity, Map
from ..translations import gettext as _
class Item(Entity):
"""
A class for items
"""
held: bool
held_by: Optional[Player]
def __init__(self, held: bool = False, held_by: Optional[Player] = None,
*args, **kwargs):
super().__init__(*args, **kwargs)
self.held = held
self.held_by = held_by
def drop(self) -> None:
"""
The item is dropped from the inventory onto the floor
"""
if self.held:
self.held_by.inventory.remove(self)
self.map.add_entity(self)
self.move(self.held_by.y, self.held_by.x)
self.held = False
self.held_by = None
def use(self) -> None:
"""
Indicates what should be done when the item is used.
"""
def equip(self) -> None:
"""
Indicates what should be done when the item is equipped.
"""
def hold(self, player: "Player") -> None:
"""
The item is taken from the floor and put into the inventory
"""
self.held = True
self.held_by = player
self.map.remove_entity(self)
player.inventory.append(self)
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["held"] = self.held
return d
class Heart(Item):
"""
A heart item to return health to the player
"""
healing: int
def __init__(self, name: str = "heart", healing: int = 5, *args, **kwargs):
super().__init__(name=name, *args, **kwargs)
self.healing = healing
def hold(self, player: "Player") -> None:
"""
When holding a heart, heal the player and don't put item in inventory.
"""
player.health = min(player.maxhealth, player.health + self.healing)
self.map.remove_entity(self)
def save_state(self) -> dict:
"""
Saves the state of the header into a dictionary
"""
d = super().save_state()
d["healing"] = self.healing
return d
class Bomb(Item):
"""
A bomb item intended to deal damage to enemies at long range
"""
damage: int = 5
exploding: bool
owner: Optional["Player"]
tick: int
def __init__(self, name: str = "bomb", damage: int = 5,
exploding: bool = False, *args, **kwargs):
super().__init__(name=name, *args, **kwargs)
self.damage = damage
self.exploding = exploding
self.tick = 4
self.owner = None
def use(self) -> None:
"""
When the bomb is used, throw it and explodes it.
"""
if self.held:
self.owner = self.held_by
super().drop()
self.exploding = True
def act(self, m: Map) -> None:
"""
Special exploding action of the bomb
"""
if self.exploding:
if self.tick > 0:
# The bomb will explode in <tick> moves
self.tick -= 1
else:
# The bomb is exploding.
# Each entity that is close to the bomb takes damages.
# The player earn XP if the entity was killed.
log_message = _("Bomb is exploding.")
for e in m.entities.copy():
if abs(e.x - self.x) + abs(e.y - self.y) <= 3 and \
isinstance(e, FightingEntity):
log_message += " " + e.take_damage(self, self.damage)
if e.dead:
self.owner.add_xp(randint(3, 7))
m.logs.add_message(log_message)
m.entities.remove(self)
def save_state(self) -> dict:
"""
Saves the state of the bomb into a dictionary
"""
d = super().save_state()
d["exploding"] = self.exploding
d["damage"] = self.damage
return d
class BodySnatchPotion(Item):
"""
The body-snatch potion allows to exchange all characteristics with a random
other entity.
"""
def __init__(self, name: str = "body_snatch_potion", *args, **kwargs):
super().__init__(name=name, *args, **kwargs)
def use(self) -> None:
"""
Find a valid random entity, then exchange characteristics.
"""
valid_entities = self.held_by.map.find_entities(FightingEntity)
valid_entities.remove(self.held_by)
entity = choice(valid_entities)
entity_state = entity.save_state()
player_state = self.held_by.save_state()
self.held_by.__dict__.update(entity_state)
entity.__dict__.update(player_state)
self.held_by.map.currenty, self.held_by.map.currentx = self.held_by.y,\
self.held_by.x
self.held_by.map.logs.add_message(
_("{player} exchanged its body with {entity}.").format(
player=self.held_by.translated_name.capitalize(),
entity=entity.translated_name))
self.held_by.recalculate_paths()
self.held_by.inventory.remove(self)

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@ -0,0 +1,102 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from random import shuffle
from .player import Player
from ..interfaces import FightingEntity, Map
class Monster(FightingEntity):
"""
The class for all monsters in the dungeon.
A monster must override this class, and the parameters are given
in the __init__ function.
An example of the specification of a monster that has a strength of 4
and 20 max HP:
class MyMonster(Monster):
def __init__(self, strength: int = 4, maxhealth: int = 20,
*args, **kwargs) -> None:
super().__init__(name="my_monster", strength=strength,
maxhealth=maxhealth, *args, **kwargs)
With that way, attributes can be overwritten when the entity got created.
"""
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def act(self, m: Map) -> None:
"""
By default, a monster will move randomly where it is possible
And if a player is close to the monster, the monster run on the player.
"""
target = None
for entity in m.entities:
if self.distance_squared(entity) <= 25 and \
isinstance(entity, Player):
target = entity
break
# A Dijkstra algorithm has ran that targets the player.
# With that way, monsters can simply follow the path.
# If they can't move and they are already close to the player,
# They hit.
if target and (self.y, self.x) in target.paths:
# Move to target player by choosing the best avaliable path
for next_y, next_x in target.paths[(self.y, self.x)]:
moved = self.check_move(next_y, next_x, True)
if moved:
break
if self.distance_squared(target) <= 1:
self.map.logs.add_message(self.hit(target))
break
else:
# Move in a random direction
# If the direction is not available, try another one
moves = [self.move_up, self.move_down,
self.move_left, self.move_right]
shuffle(moves)
for move in moves:
if move():
break
class Tiger(Monster):
"""
A tiger monster
"""
def __init__(self, name: str = "tiger", strength: int = 2,
maxhealth: int = 20, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class Hedgehog(Monster):
"""
A really mean hedgehog monster
"""
def __init__(self, name: str = "hedgehog", strength: int = 3,
maxhealth: int = 10, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class Rabbit(Monster):
"""
A rabbit monster
"""
def __init__(self, name: str = "rabbit", strength: int = 1,
maxhealth: int = 15, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)
class TeddyBear(Monster):
"""
A cute teddybear monster
"""
def __init__(self, name: str = "teddy_bear", strength: int = 0,
maxhealth: int = 50, *args, **kwargs) -> None:
super().__init__(name=name, strength=strength,
maxhealth=maxhealth, *args, **kwargs)

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@ -0,0 +1,153 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from functools import reduce
from queue import PriorityQueue
from random import randint
from typing import Dict, Tuple
from ..interfaces import FightingEntity
class Player(FightingEntity):
"""
The class of the player
"""
current_xp: int = 0
max_xp: int = 10
inventory: list
paths: Dict[Tuple[int, int], Tuple[int, int]]
def __init__(self, name: str = "player", maxhealth: int = 20,
strength: int = 5, intelligence: int = 1, charisma: int = 1,
dexterity: int = 1, constitution: int = 1, level: int = 1,
current_xp: int = 0, max_xp: int = 10, inventory: list = None,
*args, **kwargs) \
-> None:
super().__init__(name=name, maxhealth=maxhealth, strength=strength,
intelligence=intelligence, charisma=charisma,
dexterity=dexterity, constitution=constitution,
level=level, *args, **kwargs)
self.current_xp = current_xp
self.max_xp = max_xp
self.inventory = inventory if inventory else list()
for i in range(len(self.inventory)):
if isinstance(self.inventory[i], dict):
entity_classes = self.get_all_entity_classes_in_a_dict()
item_class = entity_classes[self.inventory[i]["type"]]
self.inventory[i] = item_class(**self.inventory[i])
self.paths = dict()
def move(self, y: int, x: int) -> None:
"""
Moves the view of the map (the point on which the camera is centered)
according to the moves of the player.
"""
super().move(y, x)
self.map.currenty = y
self.map.currentx = x
self.recalculate_paths()
def level_up(self) -> None:
"""
Add levels to the player as much as it is possible.
"""
while self.current_xp > self.max_xp:
self.level += 1
self.current_xp -= self.max_xp
self.max_xp = self.level * 10
self.health = self.maxhealth
self.strength = self.strength + 1
# TODO Remove it, that's only fun
self.map.spawn_random_entities(randint(3 * self.level,
10 * self.level))
def add_xp(self, xp: int) -> None:
"""
Add some experience to the player.
If the required amount is reached, level up.
"""
self.current_xp += xp
self.level_up()
# noinspection PyTypeChecker,PyUnresolvedReferences
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
-> bool:
"""
If the player tries to move but a fighting entity is there,
the player fights this entity.
If the entity dies, the player is rewarded with some XP
"""
# Don't move if we are dead
if self.dead:
return False
for entity in self.map.entities:
if entity.y == y and entity.x == x:
if entity.is_fighting_entity():
self.map.logs.add_message(self.hit(entity))
if entity.dead:
self.add_xp(randint(3, 7))
return True
elif entity.is_item():
entity.hold(self)
return super().check_move(y, x, move_if_possible)
def recalculate_paths(self, max_distance: int = 8) -> None:
"""
Use Dijkstra algorithm to calculate best paths for monsters to go to
the player. Actually, the paths are computed for each tile adjacent to
the player then for each step the monsters use the best path avaliable.
"""
distances = []
predecessors = []
# four Dijkstras, one for each adjacent tile
for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
queue = PriorityQueue()
new_y, new_x = self.y + dir_y, self.x + dir_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[new_y][new_x].can_walk():
continue
queue.put(((1, 0), (new_y, new_x)))
visited = [(self.y, self.x)]
distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)})
predecessors.append({(new_y, new_x): (self.y, self.x)})
while not queue.empty():
dist, (y, x) = queue.get()
if dist[0] >= max_distance or (y, x) in visited:
continue
visited.append((y, x))
for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
new_y, new_x = y + diff_y, x + diff_x
if not 0 <= new_y < self.map.height or \
not 0 <= new_x < self.map.width or \
not self.map.tiles[new_y][new_x].can_walk():
continue
new_distance = (dist[0] + 1,
dist[1] + (not self.map.is_free(y, x)))
if not (new_y, new_x) in distances[-1] or \
distances[-1][(new_y, new_x)] > new_distance:
predecessors[-1][(new_y, new_x)] = (y, x)
distances[-1][(new_y, new_x)] = new_distance
queue.put((new_distance, (new_y, new_x)))
# For each tile that is reached by at least one Dijkstra, sort the
# different paths by distance to the player. For the technical bits :
# The reduce function is a fold starting on the first element of the
# iterable, and we associate the points to their distance, sort
# along the distance, then only keep the points.
self.paths = {}
for y, x in reduce(set.union,
[set(p.keys()) for p in predecessors], set()):
self.paths[(y, x)] = [p for d, p in sorted(
[(distances[i][(y, x)], predecessors[i][(y, x)])
for i in range(len(distances)) if (y, x) in predecessors[i]])]
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
d["current_xp"] = self.current_xp
d["max_xp"] = self.max_xp
d["inventory"] = [item.save_state() for item in self.inventory]
return d

View File

@ -1,15 +1,27 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from enum import Enum, auto
from typing import Optional
from dungeonbattle.settings import Settings
from squirrelbattle.settings import Settings
# This file contains a few useful enumeration classes used elsewhere in the code
class DisplayActions(Enum):
"""
Display actions options for the callable displayaction Game uses
It just calls the same action on the display object displayaction refers to.
"""
REFRESH = auto()
UPDATE = auto()
class GameMode(Enum):
"""
Game mode options
"""
MAINMENU = auto()
PLAY = auto()
SETTINGS = auto()
@ -17,11 +29,18 @@ class GameMode(Enum):
class KeyValues(Enum):
"""
Key values options used in the game
"""
UP = auto()
DOWN = auto()
LEFT = auto()
RIGHT = auto()
ENTER = auto()
INVENTORY = auto()
USE = auto()
EQUIP = auto()
DROP = auto()
SPACE = auto()
@staticmethod
@ -43,6 +62,14 @@ class KeyValues(Enum):
return KeyValues.UP
elif key == settings.KEY_ENTER:
return KeyValues.ENTER
elif key == settings.KEY_INVENTORY:
return KeyValues.INVENTORY
elif key == settings.KEY_USE:
return KeyValues.USE
elif key == settings.KEY_EQUIP:
return KeyValues.EQUIP
elif key == settings.KEY_DROP:
return KeyValues.DROP
elif key == ' ':
return KeyValues.SPACE
return None

216
squirrelbattle/game.py Normal file
View File

@ -0,0 +1,216 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from json import JSONDecodeError
from random import randint
from typing import Any, Optional
import json
import os
import sys
from .entities.player import Player
from .enums import GameMode, KeyValues, DisplayActions
from .interfaces import Map, Logs
from .resources import ResourceManager
from .settings import Settings
from . import menus
from .translations import gettext as _, Translator
from typing import Callable
class Game:
"""
The game object controls all actions in the game.
"""
map: Map
player: Player
# display_actions is a display interface set by the bootstrapper
display_actions: Callable[[DisplayActions], None]
def __init__(self) -> None:
"""
Init the game.
"""
self.state = GameMode.MAINMENU
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
Translator.setlocale(self.settings.LOCALE)
self.main_menu = menus.MainMenu()
self.settings_menu = menus.SettingsMenu()
self.settings_menu.update_values(self.settings)
self.inventory_menu = menus.InventoryMenu()
self.logs = Logs()
self.message = None
def new_game(self) -> None:
"""
Create a new game on the screen.
"""
# 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()
self.player = Player()
self.map.add_entity(self.player)
self.player.move(self.map.start_y, self.map.start_x)
self.map.spawn_random_entities(randint(3, 10))
self.inventory_menu.update_player(self.player)
def run(self, screen: Any) -> None:
"""
Main infinite loop.
We wait for the player's action, then we do what that should be done
when the given key gets pressed.
"""
while True: # pragma no cover
screen.erase()
screen.refresh()
self.display_actions(DisplayActions.REFRESH)
key = screen.getkey()
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
-> None:
"""
Indicates what should be done when the given key is pressed,
according to the current game state.
"""
if self.message:
self.message = None
self.display_actions(DisplayActions.REFRESH)
return
if self.state == GameMode.PLAY:
self.handle_key_pressed_play(key)
elif self.state == GameMode.INVENTORY:
self.handle_key_pressed_inventory(key)
elif self.state == GameMode.MAINMENU:
self.handle_key_pressed_main_menu(key)
elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
self.display_actions(DisplayActions.REFRESH)
def handle_key_pressed_play(self, key: KeyValues) -> None:
"""
In play mode, arrows or zqsd move the main character.
"""
if key == KeyValues.UP:
if self.player.move_up():
self.map.tick()
elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick()
elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick()
elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick()
elif key == KeyValues.INVENTORY:
self.state = GameMode.INVENTORY
elif key == KeyValues.SPACE:
self.state = GameMode.MAINMENU
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)
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:
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)
def save_state(self) -> dict:
"""
Saves the game to a dictionary
"""
return self.map.save_state()
def load_state(self, d: dict) -> None:
"""
Loads the game from a dictionary
"""
try:
self.map.load_state(d)
except KeyError:
self.message = _("Some keys are missing in your save file.\n"
"Your save seems to be corrupt. It got deleted.")
os.unlink(ResourceManager.get_config_path("save.json"))
self.display_actions(DisplayActions.UPDATE)
return
players = self.map.find_entities(Player)
if not players:
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]
self.display_actions(DisplayActions.UPDATE)
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:
self.message = _("The JSON file is not correct.\n"
"Your save seems corrupted. "
"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()))

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@ -0,0 +1,438 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from enum import Enum, auto
from math import sqrt
from random import choice, randint
from typing import List, Optional
from .display.texturepack import TexturePack
from .translations import gettext as _
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 Map:
"""
Object that represents a Map with its width, height
and tiles, that have their custom properties.
"""
width: int
height: int
start_y: int
start_x: int
tiles: List[List["Tile"]]
entities: List["Entity"]
logs: Logs
# coordinates of the point that should be
# on the topleft corner of the screen
currentx: int
currenty: int
def __init__(self, width: int, height: int, tiles: list,
start_y: int, start_x: int):
self.width = width
self.height = height
self.start_y = start_y
self.start_x = start_x
self.tiles = tiles
self.entities = []
self.logs = Logs()
def add_entity(self, entity: "Entity") -> None:
"""
Register a new entity in the map.
"""
self.entities.append(entity)
entity.map = self
def remove_entity(self, entity: "Entity") -> None:
"""
Unregister an entity from the map.
"""
self.entities.remove(entity)
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":
"""
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":
"""
Load a map represented by its characters and build a Map object.
"""
lines = content.split("\n")
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)
width = len(lines[0])
tiles = [[Tile.from_ascii_char(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return Map(width, height, tiles, start_y, start_x)
@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
def draw_string(self, pack: TexturePack) -> str:
"""
Draw the current map as a string object that can be rendered
in the window.
"""
return "\n".join("".join(tile.char(pack) for tile in line)
for line in self.tiles)
def spawn_random_entities(self, count: int) -> None:
"""
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
entity = choice(Entity.get_all_entity_classes())()
entity.move(y, x)
self.add_entity(entity)
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:
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 = []
dictclasses = Entity.get_all_entity_classes_in_a_dict()
for entisave in d["entities"]:
self.add_entity(dictclasses[entisave["type"]](**entisave))
class Tile(Enum):
"""
The internal representation of the tiles of the map
"""
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
"""
for tile in Tile:
if tile.char(TexturePack.ASCII_PACK) == ch:
return tile
raise ValueError(ch)
def char(self, pack: TexturePack) -> str:
"""
Translates a Tile to the corresponding character according
to the texture pack
"""
return getattr(pack, self.name)
def is_wall(self) -> bool:
"""
Is this Tile a wall?
"""
return self == Tile.WALL
def can_walk(self) -> bool:
"""
Check if an entity (player or not) can move in this tile.
"""
return not self.is_wall() and self != Tile.EMPTY
class Entity:
"""
An Entity object represents any entity present on the map
"""
y: int
x: int
name: str
map: Map
# 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
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:
self.move(y, x)
return free
def move(self, y: int, x: int) -> bool:
"""
Moves an entity to (y,x) coordinates
"""
self.y = y
self.x = x
return True
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)
def act(self, m: Map) -> None:
"""
Define the action of the entity that is ran each tick.
By default, does nothing.
"""
pass
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))
def is_fighting_entity(self) -> bool:
"""
Is this entity a fighting entity?
"""
return isinstance(self, FightingEntity)
def is_item(self) -> bool:
"""
Is this entity an item?
"""
from squirrelbattle.entities.items import Item
return isinstance(self, Item)
@property
def translated_name(self) -> str:
return _(self.name.replace("_", " "))
@staticmethod
def get_all_entity_classes():
"""
Returns all entities subclasses
"""
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
from squirrelbattle.entities.monsters import Tiger, Hedgehog, \
Rabbit, TeddyBear
return [BodySnatchPotion, Bomb, Heart, Hedgehog,
Rabbit, TeddyBear, Tiger]
@staticmethod
def get_all_entity_classes_in_a_dict() -> dict:
"""
Returns all entities subclasses in a dictionary
"""
from squirrelbattle.entities.player import Player
from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \
TeddyBear
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart
return {
"Tiger": Tiger,
"Bomb": Bomb,
"Heart": Heart,
"BodySnatchPotion": BodySnatchPotion,
"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
d["type"] = self.__class__.__name__
return d
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
intelligence: int
charisma: int
dexterity: int
constitution: int
level: int
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
@property
def dead(self) -> bool:
return self.health <= 0
def hit(self, opponent: "FightingEntity") -> str:
"""
Deals damage to the opponent, based on the stats
"""
return _("{name} hits {opponent}.")\
.format(name=_(self.translated_name.capitalize()),
opponent=_(opponent.translated_name)) + " " + \
opponent.take_damage(self, self.strength)
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()
return _("{name} takes {amount} damage.")\
.format(name=self.translated_name.capitalize(), amount=str(amount))\
+ (" " + _("{name} dies.")
.format(name=self.translated_name.capitalize())
if self.health <= 0 else "")
def die(self) -> None:
"""
If a fighting entity has no more health, it dies and is removed
"""
self.map.remove_entity(self)
def keys(self) -> list:
"""
Returns a fighting entities specific attributes
"""
return ["name", "maxhealth", "health", "level", "strength",
"intelligence", "charisma", "dexterity", "constitution"]
def save_state(self) -> dict:
"""
Saves the state of the entity into a dictionary
"""
d = super().save_state()
for name in self.keys():
d[name] = getattr(self, name)
return d

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@ -0,0 +1,201 @@
# German translation of Squirrel Battle
# Copyright (C) YEAR ÿnérant, eichhornchen, nicomarg, charlse
# This file is distributed under the same license as the squirrelbattle package.
#
msgid ""
msgstr ""
"Project-Id-Version: squirrelbattle 3.14.1\n"
"Report-Msgid-Bugs-To: squirrel-battle@crans.org\n"
"POT-Creation-Date: 2020-12-05 14:46+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: squirrelbattle/display/menudisplay.py:105
msgid "== INVENTORY =="
msgstr "== BESTAND =="
#: squirrelbattle/display/statsdisplay.py:34
msgid "Inventory:"
msgstr "Bestand:"
#: squirrelbattle/display/statsdisplay.py:50
msgid "YOU ARE DEAD"
msgstr "SIE WURDEN GESTORBEN"
#. The bomb is exploding.
#. Each entity that is close to the bomb takes damages.
#. The player earn XP if the entity was killed.
#: squirrelbattle/entities/items.py:128
msgid "Bomb is exploding."
msgstr "Die Bombe explodiert."
#: squirrelbattle/entities/items.py:172
#, python-brace-format
msgid "{player} exchanged its body with {entity}."
msgstr "{player} täuscht seinem Körper mit {entity} aus."
#: squirrelbattle/game.py:177
msgid ""
"Some keys are missing in your save file.\n"
"Your save seems to be corrupt. It got deleted."
msgstr ""
"In Ihrer Speicherdatei fehlen einige Schlüssel.\n"
"Ihre Speicherung scheint korrupt zu sein. Es wird gelöscht."
#: squirrelbattle/game.py:185
msgid ""
"No player was found on this map!\n"
"Maybe you died?"
msgstr ""
"Auf dieser Karte wurde kein Spieler gefunden!\n"
"Vielleicht sind Sie gestorben?"
#: squirrelbattle/game.py:205
msgid ""
"The JSON file is not correct.\n"
"Your save seems corrupted. It got deleted."
msgstr ""
"Die JSON-Datei ist nicht korrekt.\n"
"Ihre Speicherung scheint korrumpiert. Sie wurde gelöscht."
#: squirrelbattle/interfaces.py:400
#, python-brace-format
msgid "{name} hits {opponent}."
msgstr "{name} schlägt {opponent}."
#: squirrelbattle/interfaces.py:412
#, python-brace-format
msgid "{name} takes {amount} damage."
msgstr "{name} nimmt {amount} Schadenspunkte."
#: squirrelbattle/interfaces.py:414
#, python-brace-format
msgid "{name} dies."
msgstr "{name} stirbt."
#: squirrelbattle/menus.py:72
msgid "Back"
msgstr "Zurück"
#: squirrelbattle/tests/game_test.py:300 squirrelbattle/tests/game_test.py:303
#: squirrelbattle/tests/game_test.py:306
#: squirrelbattle/tests/translations_test.py:16
msgid "New game"
msgstr "Neu Spiel"
#: squirrelbattle/tests/translations_test.py:17
msgid "Resume"
msgstr "Weitergehen"
#: squirrelbattle/tests/translations_test.py:18
msgid "Load"
msgstr "Laden"
#: squirrelbattle/tests/translations_test.py:19
msgid "Save"
msgstr "Speichern"
#: squirrelbattle/tests/translations_test.py:20
msgid "Settings"
msgstr "Einstellungen"
#: squirrelbattle/tests/translations_test.py:21
msgid "Exit"
msgstr "Verlassen"
#: squirrelbattle/tests/translations_test.py:27
msgid "Main key to move up"
msgstr "Haupttaste zum Obengehen"
#: squirrelbattle/tests/translations_test.py:29
msgid "Secondary key to move up"
msgstr "Sekundärtaste zum Obengehen"
#: squirrelbattle/tests/translations_test.py:31
msgid "Main key to move down"
msgstr "Haupttaste zum Untergehen"
#: squirrelbattle/tests/translations_test.py:33
msgid "Secondary key to move down"
msgstr "Sekundärtaste zum Untergehen"
#: squirrelbattle/tests/translations_test.py:35
msgid "Main key to move left"
msgstr "Haupttaste zum Linksgehen"
#: squirrelbattle/tests/translations_test.py:37
msgid "Secondary key to move left"
msgstr "Sekundärtaste zum Linksgehen"
#: squirrelbattle/tests/translations_test.py:39
msgid "Main key to move right"
msgstr "Haupttaste zum Rechtsgehen"
#: squirrelbattle/tests/translations_test.py:41
msgid "Secondary key to move right"
msgstr "Sekundärtaste zum Rechtsgehen"
#: squirrelbattle/tests/translations_test.py:43
msgid "Key to validate a menu"
msgstr "Menütaste"
#: squirrelbattle/tests/translations_test.py:45
msgid "Key used to open the inventory"
msgstr "Bestandtaste"
#: squirrelbattle/tests/translations_test.py:47
msgid "Key used to use an item in the inventory"
msgstr "Taste um eines Objekts im Bestand zu verwenden"
#: squirrelbattle/tests/translations_test.py:49
msgid "Key used to equip an item in the inventory"
msgstr "Taste um eines Objekts im Bestand auszurüsten"
#: squirrelbattle/tests/translations_test.py:51
msgid "Key used to drop an item in the inventory"
msgstr "Taste um eines Objekts im Bestand zu werfen"
#: squirrelbattle/tests/translations_test.py:53
msgid "Texture pack"
msgstr "Textur-Packung"
#: squirrelbattle/tests/translations_test.py:54
msgid "Language"
msgstr "Sprache"
#: squirrelbattle/tests/translations_test.py:57
msgid "player"
msgstr "Spieler"
#: squirrelbattle/tests/translations_test.py:59
msgid "tiger"
msgstr "Tiger"
#: squirrelbattle/tests/translations_test.py:60
msgid "hedgehog"
msgstr "Igel"
#: squirrelbattle/tests/translations_test.py:61
msgid "rabbit"
msgstr "Kanninchen"
#: squirrelbattle/tests/translations_test.py:62
msgid "teddy bear"
msgstr "Teddybär"
#: squirrelbattle/tests/translations_test.py:64
msgid "body snatch potion"
msgstr "Leichenfleddererzaubertrank"
#: squirrelbattle/tests/translations_test.py:65
msgid "bomb"
msgstr "Bombe"
#: squirrelbattle/tests/translations_test.py:66
msgid "heart"
msgstr "Herz"

View File

@ -0,0 +1,206 @@
# Spanish translation of Squirrel Battle
# Copyright (C) YEAR ÿnérant, eichhornchen, nicomarg, charlse
# This file is distributed under the same license as the squirrelbattle package.
# Translation by ifugaao
#
msgid ""
msgstr ""
"Project-Id-Version: squirrelbattle 3.14.1\n"
"Report-Msgid-Bugs-To: squirrel-battle@crans.org\n"
"POT-Creation-Date: 2020-12-05 14:46+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: ifugao\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
# Suggested in Weblate: == INVENTORIO ==
#: squirrelbattle/display/menudisplay.py:105
msgid "== INVENTORY =="
msgstr "== INVENTORIO =="
# Suggested in Weblate: Inventorio :
#: squirrelbattle/display/statsdisplay.py:34
msgid "Inventory:"
msgstr "Inventorio :"
# Suggested in Weblate: ERES MUERTO
#: squirrelbattle/display/statsdisplay.py:50
msgid "YOU ARE DEAD"
msgstr "ERES MUERTO"
#. The bomb is exploding.
#. Each entity that is close to the bomb takes damages.
#. The player earn XP if the entity was killed.
#: squirrelbattle/entities/items.py:128
msgid "Bomb is exploding."
msgstr "La bomba está explotando."
#: squirrelbattle/entities/items.py:172
#, python-brace-format
msgid "{player} exchanged its body with {entity}."
msgstr "{player} intercambió su cuerpo con {entity}."
#: squirrelbattle/game.py:177
msgid ""
"Some keys are missing in your save file.\n"
"Your save seems to be corrupt. It got deleted."
msgstr ""
"Algunas claves faltan en su archivo de guarda.\n"
"Su guarda parece a ser corruptido. Fue eliminado."
#: squirrelbattle/game.py:185
msgid ""
"No player was found on this map!\n"
"Maybe you died?"
msgstr ""
"No jugador encontrado sobre la carta !\n"
"¿ Quizas murió ?"
#: squirrelbattle/game.py:205
msgid ""
"The JSON file is not correct.\n"
"Your save seems corrupted. It got deleted."
msgstr ""
"El JSON archivo no es correcto.\n"
"Su guarda parece corrupta. Fue eliminada."
#: squirrelbattle/interfaces.py:400
#, python-brace-format
msgid "{name} hits {opponent}."
msgstr "{name} golpea a {opponent}."
#: squirrelbattle/interfaces.py:412
#, python-brace-format
msgid "{name} takes {amount} damage."
msgstr "{name} recibe {amount} daño."
#: squirrelbattle/interfaces.py:414
#, python-brace-format
msgid "{name} dies."
msgstr "{name} se muere."
#: squirrelbattle/menus.py:72
msgid "Back"
msgstr "Volver"
#: squirrelbattle/tests/game_test.py:300,
#: squirrelbattle/tests/game_test.py:303,
#: squirrelbattle/tests/game_test.py:306,
#: squirrelbattle/tests/translations_test.py:16
msgid "New game"
msgstr "Nuevo partido"
#: squirrelbattle/tests/translations_test.py:17
msgid "Resume"
msgstr "Resumir"
#: squirrelbattle/tests/translations_test.py:18
msgid "Load"
msgstr "Cargar"
#: squirrelbattle/tests/translations_test.py:19
msgid "Save"
msgstr "Guardar"
#: squirrelbattle/tests/translations_test.py:20
msgid "Settings"
msgstr "Parametros"
#: squirrelbattle/tests/translations_test.py:21
msgid "Exit"
msgstr "Salir"
#: squirrelbattle/tests/translations_test.py:27
msgid "Main key to move up"
msgstr "Primera tecla para subir"
#: squirrelbattle/tests/translations_test.py:29
msgid "Secondary key to move up"
msgstr "Segunda tecla para subir"
#: squirrelbattle/tests/translations_test.py:31
msgid "Main key to move down"
msgstr "Primera tecla para bajar"
#: squirrelbattle/tests/translations_test.py:33
msgid "Secondary key to move down"
msgstr "Segunda tecla para bajar"
#: squirrelbattle/tests/translations_test.py:35
msgid "Main key to move left"
msgstr "Primera tecla para moverse a la izquierda"
#: squirrelbattle/tests/translations_test.py:37
msgid "Secondary key to move left"
msgstr "Segunda tecla para moverse a la izquierda"
#: squirrelbattle/tests/translations_test.py:39
msgid "Main key to move right"
msgstr "Primera tecla para moverse a la derecha"
#: squirrelbattle/tests/translations_test.py:41
msgid "Secondary key to move right"
msgstr "Segunda tecla para moverse a la derecha"
#: squirrelbattle/tests/translations_test.py:43
msgid "Key to validate a menu"
msgstr "Tecla para validar un menú"
#: squirrelbattle/tests/translations_test.py:45
msgid "Key used to open the inventory"
msgstr "Tecla para abrir el inventorio"
#: squirrelbattle/tests/translations_test.py:47
msgid "Key used to use an item in the inventory"
msgstr "Tecla para utilizar un objeto del inventorio"
#: squirrelbattle/tests/translations_test.py:49
msgid "Key used to equip an item in the inventory"
msgstr "Tecla para equipar un objeto del inventorio"
#: squirrelbattle/tests/translations_test.py:51
msgid "Key used to drop an item in the inventory"
msgstr "Tecla para dejar un objeto del inventorio"
#: squirrelbattle/tests/translations_test.py:53
msgid "Texture pack"
msgstr "Paquete de texturas"
#: squirrelbattle/tests/translations_test.py:54
msgid "Language"
msgstr "Languaje"
#: squirrelbattle/tests/translations_test.py:57
msgid "player"
msgstr "jugador"
#: squirrelbattle/tests/translations_test.py:59
msgid "tiger"
msgstr "tigre"
#: squirrelbattle/tests/translations_test.py:60
msgid "hedgehog"
msgstr "erizo"
#: squirrelbattle/tests/translations_test.py:61
msgid "rabbit"
msgstr "conejo"
#: squirrelbattle/tests/translations_test.py:62
msgid "teddy bear"
msgstr "osito de peluche"
#: squirrelbattle/tests/translations_test.py:64
msgid "body snatch potion"
msgstr "poción de intercambio"
#: squirrelbattle/tests/translations_test.py:65
msgid "bomb"
msgstr "bomba"
#: squirrelbattle/tests/translations_test.py:66
msgid "heart"
msgstr "corazón"

View File

@ -0,0 +1,202 @@
# French translation of Squirrel Battle
# Copyright (C) YEAR ÿnérant, eichhornchen, nicomarg, charlse
# This file is distributed under the same license as the squirrelbattle package.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: squirrelbattle 3.14.1\n"
"Report-Msgid-Bugs-To: squirrel-battle@crans.org\n"
"POT-Creation-Date: 2020-12-05 14:46+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: fr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: squirrelbattle/display/menudisplay.py:105
msgid "== INVENTORY =="
msgstr "== INVENTAIRE =="
#: squirrelbattle/display/statsdisplay.py:34
msgid "Inventory:"
msgstr "Inventaire :"
#: squirrelbattle/display/statsdisplay.py:50
msgid "YOU ARE DEAD"
msgstr "VOUS ÊTES MORT"
#. The bomb is exploding.
#. Each entity that is close to the bomb takes damages.
#. The player earn XP if the entity was killed.
#: squirrelbattle/entities/items.py:128
msgid "Bomb is exploding."
msgstr "La bombe explose."
#: squirrelbattle/entities/items.py:172
#, python-brace-format
msgid "{player} exchanged its body with {entity}."
msgstr "{player} a échangé son corps avec {entity}."
#: squirrelbattle/game.py:177
msgid ""
"Some keys are missing in your save file.\n"
"Your save seems to be corrupt. It got deleted."
msgstr ""
"Certaines clés de votre ficher de sauvegarde sont manquantes.\n"
"Votre sauvegarde semble corrompue. Elle a été supprimée."
#: squirrelbattle/game.py:185
msgid ""
"No player was found on this map!\n"
"Maybe you died?"
msgstr ""
"Aucun joueur n'a été trouvé sur la carte !\n"
"Peut-être êtes-vous mort ?"
#: squirrelbattle/game.py:205
msgid ""
"The JSON file is not correct.\n"
"Your save seems corrupted. It got deleted."
msgstr ""
"Le fichier JSON de sauvegarde est incorrect.\n"
"Votre sauvegarde semble corrompue. Elle a été supprimée."
#: squirrelbattle/interfaces.py:400
#, python-brace-format
msgid "{name} hits {opponent}."
msgstr "{name} frappe {opponent}."
#: squirrelbattle/interfaces.py:412
#, python-brace-format
msgid "{name} takes {amount} damage."
msgstr "{name} prend {amount} points de dégât."
#: squirrelbattle/interfaces.py:414
#, python-brace-format
msgid "{name} dies."
msgstr "{name} meurt."
#: squirrelbattle/menus.py:72
msgid "Back"
msgstr "Retour"
#: squirrelbattle/tests/game_test.py:300 squirrelbattle/tests/game_test.py:303
#: squirrelbattle/tests/game_test.py:306
#: squirrelbattle/tests/translations_test.py:16
msgid "New game"
msgstr "Nouvelle partie"
#: squirrelbattle/tests/translations_test.py:17
msgid "Resume"
msgstr "Continuer"
#: squirrelbattle/tests/translations_test.py:18
msgid "Load"
msgstr "Charger"
#: squirrelbattle/tests/translations_test.py:19
msgid "Save"
msgstr "Sauvegarder"
#: squirrelbattle/tests/translations_test.py:20
msgid "Settings"
msgstr "Paramètres"
#: squirrelbattle/tests/translations_test.py:21
msgid "Exit"
msgstr "Quitter"
#: squirrelbattle/tests/translations_test.py:27
msgid "Main key to move up"
msgstr "Touche principale pour aller vers le haut"
#: squirrelbattle/tests/translations_test.py:29
msgid "Secondary key to move up"
msgstr "Touche secondaire pour aller vers le haut"
#: squirrelbattle/tests/translations_test.py:31
msgid "Main key to move down"
msgstr "Touche principale pour aller vers le bas"
#: squirrelbattle/tests/translations_test.py:33
msgid "Secondary key to move down"
msgstr "Touche secondaire pour aller vers le bas"
#: squirrelbattle/tests/translations_test.py:35
msgid "Main key to move left"
msgstr "Touche principale pour aller vers la gauche"
#: squirrelbattle/tests/translations_test.py:37
msgid "Secondary key to move left"
msgstr "Touche secondaire pour aller vers la gauche"
#: squirrelbattle/tests/translations_test.py:39
msgid "Main key to move right"
msgstr "Touche principale pour aller vers la droite"
#: squirrelbattle/tests/translations_test.py:41
msgid "Secondary key to move right"
msgstr "Touche secondaire pour aller vers la droite"
#: squirrelbattle/tests/translations_test.py:43
msgid "Key to validate a menu"
msgstr "Touche pour valider un menu"
#: squirrelbattle/tests/translations_test.py:45
msgid "Key used to open the inventory"
msgstr "Touche utilisée pour ouvrir l'inventaire"
#: squirrelbattle/tests/translations_test.py:47
msgid "Key used to use an item in the inventory"
msgstr "Touche pour utiliser un objet de l'inventaire"
#: squirrelbattle/tests/translations_test.py:49
msgid "Key used to equip an item in the inventory"
msgstr "Touche pour équiper un objet de l'inventaire"
#: squirrelbattle/tests/translations_test.py:51
msgid "Key used to drop an item in the inventory"
msgstr "Touche pour jeter un objet de l'inventaire"
#: squirrelbattle/tests/translations_test.py:53
msgid "Texture pack"
msgstr "Pack de textures"
#: squirrelbattle/tests/translations_test.py:54
msgid "Language"
msgstr "Langue"
#: squirrelbattle/tests/translations_test.py:57
msgid "player"
msgstr "joueur"
#: squirrelbattle/tests/translations_test.py:59
msgid "tiger"
msgstr "tigre"
#: squirrelbattle/tests/translations_test.py:60
msgid "hedgehog"
msgstr "hérisson"
#: squirrelbattle/tests/translations_test.py:61
msgid "rabbit"
msgstr "lapin"
#: squirrelbattle/tests/translations_test.py:62
msgid "teddy bear"
msgstr "nounours"
#: squirrelbattle/tests/translations_test.py:64
msgid "body snatch potion"
msgstr "potion d'arrachage de corps"
#: squirrelbattle/tests/translations_test.py:65
msgid "bomb"
msgstr "bombe"
#: squirrelbattle/tests/translations_test.py:66
msgid "heart"
msgstr "cœur"

View File

@ -1,87 +1,80 @@
import sys
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from enum import Enum
from typing import Any, Optional
from .display.texturepack import TexturePack
from .entities.player import Player
from .enums import GameMode, KeyValues, DisplayActions
from .settings import Settings
from .translations import gettext as _, Translator
class Menu:
"""
A Menu object is the logical representation of a menu in the game
"""
values: list
def __init__(self):
self.position = 0
def go_up(self) -> None:
"""
Moves the pointer of the menu on the previous value
"""
self.position = max(0, self.position - 1)
def go_down(self) -> None:
"""
Moves the pointer of the menu on the next value
"""
self.position = min(len(self.values) - 1, self.position + 1)
def validate(self) -> Any:
"""
Selects the value that is pointed by the menu pointer
"""
return self.values[self.position]
class MainMenuValues(Enum):
START = 'Nouvelle partie'
RESUME = 'Continuer'
SETTINGS = 'Paramètres'
EXIT = 'Quitter'
"""
Values of the main menu
"""
START = "New game"
RESUME = "Resume"
SAVE = "Save"
LOAD = "Load"
SETTINGS = "Settings"
EXIT = "Exit"
def __str__(self):
return self.value
return _(self.value)
class MainMenu(Menu):
"""
A special instance of a menu : the main menu
"""
values = [e for e in MainMenuValues]
def handle_key_pressed(self, key: KeyValues, game: Any) -> None:
"""
In the main menu, we can navigate through options.
"""
if key == KeyValues.DOWN:
self.go_down()
if key == KeyValues.UP:
self.go_up()
if key == KeyValues.ENTER:
option = self.validate()
if option == MainMenuValues.START:
game.new_game()
game.state = GameMode.PLAY
game.display_actions(DisplayActions.UPDATE)
elif option == MainMenuValues.RESUME:
game.state = GameMode.PLAY
elif option == MainMenuValues.SETTINGS:
game.state = GameMode.SETTINGS
elif option == MainMenuValues.EXIT:
sys.exit(0)
class SettingsMenu(Menu):
"""
A special instance of a menu : the settings menu
"""
waiting_for_key: bool = False
def update_values(self, settings: Settings) -> None:
self.values = []
for i, key in enumerate(settings.settings_keys):
s = settings.get_comment(key)
s += " : "
if self.waiting_for_key and i == self.position:
s += "?"
else:
s += getattr(settings, key).replace("\n", "\\n")
s += 8 * " " # Write over old text
self.values.append(s)
self.values.append("")
self.values.append("Changer le pack de textures n'aura effet")
self.values.append("qu'après avoir relancé le jeu.")
self.values.append("")
self.values.append("Retour (espace)")
self.values = list(settings.__dict__.items())
self.values.append(("RETURN", ["", _("Back")]))
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
game: Any) -> None:
"""
Update settings
In the setting menu, we van select a setting and change it
"""
if not self.waiting_for_key:
# Navigate normally through the menu.
@ -95,20 +88,27 @@ class SettingsMenu(Menu):
self.go_down()
if key == KeyValues.UP:
self.go_up()
if key == KeyValues.ENTER and self.position < len(self.values) - 3:
if key == KeyValues.ENTER and self.position < len(self.values) - 1:
# Change a setting
option = list(game.settings.settings_keys)[self.position]
option = self.values[self.position][0]
if option == "TEXTURE_PACK":
game.settings.TEXTURE_PACK = \
TexturePack.get_next_pack_name(
game.settings.TEXTURE_PACK)
game.settings.write_settings()
self.update_values(game.settings)
elif option == "LOCALE":
game.settings.LOCALE = 'fr' if game.settings.LOCALE == 'en'\
else 'de' if game.settings.LOCALE == 'fr' else 'es' \
if game.settings.LOCALE == 'de' else 'en'
Translator.setlocale(game.settings.LOCALE)
game.settings.write_settings()
self.update_values(game.settings)
else:
self.waiting_for_key = True
self.update_values(game.settings)
else:
option = list(game.settings.settings_keys)[self.position]
option = self.values[self.position][0]
# Don't use an already mapped key
if any(getattr(game.settings, opt) == raw_key
for opt in game.settings.settings_keys if opt != option):
@ -119,7 +119,12 @@ class SettingsMenu(Menu):
self.update_values(game.settings)
class ArbitraryMenu(Menu):
def __init__(self, values: list):
super().__init__()
self.values = values
class InventoryMenu(Menu):
player: Player
def update_player(self, player: Player) -> None:
self.player = player
@property
def values(self) -> list:
return self.player.inventory

View File

@ -0,0 +1,24 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from pathlib import Path
class ResourceManager:
"""
The ResourceManager loads resources at their right place,
and stores files in config directory.
"""
BASE_DIR = Path(__file__).resolve().parent / 'assets'
# FIXME This might not work on not-UNIX based systems.
CONFIG_DIR = Path.home() / '.config' / 'squirrel-battle'
@classmethod
def get_asset_path(cls, filename: str) -> str:
return str(cls.BASE_DIR / filename)
@classmethod
def get_config_path(cls, filename: str) -> str:
cls.CONFIG_DIR.mkdir(parents=True) if not cls.CONFIG_DIR.is_dir() \
else None
return str(cls.CONFIG_DIR / filename)

View File

@ -1,7 +1,14 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import json
import locale
import os
from typing import Any, Generator
from .resources import ResourceManager
from .translations import gettext as _
class Settings:
"""
@ -11,25 +18,21 @@ class Settings:
We can define the setting by simply use settings.TEXTURE_PACK = 'new_key'
"""
def __init__(self):
self.KEY_UP_PRIMARY = \
['z', 'Touche principale pour aller vers le haut']
self.KEY_UP_SECONDARY = \
['KEY_UP', 'Touche secondaire pour aller vers le haut']
self.KEY_DOWN_PRIMARY = \
['s', 'Touche principale pour aller vers le bas']
self.KEY_DOWN_SECONDARY = \
['KEY_DOWN', 'Touche secondaire pour aller vers le bas']
self.KEY_LEFT_PRIMARY = \
['q', 'Touche principale pour aller vers la gauche']
self.KEY_LEFT_SECONDARY = \
['KEY_LEFT', 'Touche secondaire pour aller vers la gauche']
self.KEY_RIGHT_PRIMARY = \
['d', 'Touche principale pour aller vers la droite']
self.KEY_RIGHT_SECONDARY = \
['KEY_RIGHT', 'Touche secondaire pour aller vers la droite']
self.KEY_ENTER = \
['\n', 'Touche pour valider un menu']
self.TEXTURE_PACK = ['ascii', 'Pack de textures utilisé']
self.KEY_UP_PRIMARY = ['z', 'Main key to move up']
self.KEY_UP_SECONDARY = ['KEY_UP', 'Secondary key to move up']
self.KEY_DOWN_PRIMARY = ['s', 'Main key to move down']
self.KEY_DOWN_SECONDARY = ['KEY_DOWN', 'Secondary key to move down']
self.KEY_LEFT_PRIMARY = ['q', 'Main key to move left']
self.KEY_LEFT_SECONDARY = ['KEY_LEFT', 'Secondary key to move left']
self.KEY_RIGHT_PRIMARY = ['d', 'Main key to move right']
self.KEY_RIGHT_SECONDARY = ['KEY_RIGHT', 'Secondary key to move right']
self.KEY_ENTER = ['\n', 'Key to validate a menu']
self.KEY_INVENTORY = ['i', 'Key used to open the inventory']
self.KEY_USE = ['u', 'Key used to use an item in the inventory']
self.KEY_EQUIP = ['e', 'Key used to equip an item in the inventory']
self.KEY_DROP = ['r', 'Key used to drop an item in the inventory']
self.TEXTURE_PACK = ['ascii', 'Texture pack']
self.LOCALE = [locale.getlocale()[0][:2], 'Language']
def __getattribute__(self, item: str) -> Any:
superattribute = super().__getattribute__(item)
@ -48,10 +51,10 @@ class Settings:
Retrieve the comment of a setting.
"""
if item in self.settings_keys:
return object.__getattribute__(self, item)[1]
return _(object.__getattribute__(self, item)[1])
for key in self.settings_keys:
if getattr(self, key) == item:
return object.__getattribute__(self, key)[1]
return _(object.__getattribute__(self, key)[1])
@property
def settings_keys(self) -> Generator[str, Any, None]:
@ -81,13 +84,14 @@ class Settings:
"""
Loads the settings from a file
"""
if os.path.isfile("settings.json"):
with open("settings.json", "r") as f:
file_path = ResourceManager.get_config_path("settings.json")
if os.path.isfile(file_path):
with open(file_path, "r") as f:
self.loads_from_string(f.read())
def write_settings(self) -> None:
"""
Dumps the settings into a file
"""
with open("settings.json", "w") as f:
with open(ResourceManager.get_config_path("settings.json"), "w") as f:
f.write(self.dumps_to_string())

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@ -1,8 +1,15 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import curses
from types import TracebackType
class TermManager: # pragma: no cover
"""
The TermManager object initializes the terminal, returns a screen object and
de-initializes the terminal after use
"""
def __init__(self):
self.screen = curses.initscr()
# convert escapes sequences to curses abstraction

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@ -0,0 +1,2 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later

View File

@ -1,9 +1,13 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import unittest
from dungeonbattle.entities.items import Bomb, Heart, Item
from dungeonbattle.entities.monsters import Hedgehog
from dungeonbattle.entities.player import Player
from dungeonbattle.interfaces import Entity, Map
from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart, Item
from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, TeddyBear
from squirrelbattle.entities.player import Player
from squirrelbattle.interfaces import Entity, Map
from squirrelbattle.resources import ResourceManager
class TestEntities(unittest.TestCase):
@ -11,7 +15,7 @@ class TestEntities(unittest.TestCase):
"""
Load example map that can be used in tests.
"""
self.map = Map.load("resources/example_map.txt")
self.map = Map.load(ResourceManager.get_asset_path("example_map.txt"))
self.player = Player()
self.map.add_entity(self.player)
self.player.move(self.map.start_y, self.map.start_x)
@ -35,21 +39,20 @@ class TestEntities(unittest.TestCase):
"""
Test some random stuff with fighting entities.
"""
entity = Hedgehog()
entity = Tiger()
self.map.add_entity(entity)
self.assertEqual(entity.maxhealth, 10)
self.assertEqual(entity.maxhealth, 20)
self.assertEqual(entity.maxhealth, entity.health)
self.assertEqual(entity.strength, 3)
self.assertIsNone(entity.hit(entity))
self.assertFalse(entity.dead)
self.assertIsNone(entity.hit(entity))
self.assertFalse(entity.dead)
self.assertIsNone(entity.hit(entity))
self.assertFalse(entity.dead)
self.assertIsNone(entity.hit(entity))
self.assertEqual(entity.strength, 2)
for _ in range(9):
self.assertEqual(entity.hit(entity),
"Tiger hits tiger. Tiger takes 2 damage.")
self.assertFalse(entity.dead)
self.assertEqual(entity.hit(entity), "Tiger hits tiger. "
+ "Tiger takes 2 damage. Tiger dies.")
self.assertTrue(entity.dead)
entity = Hedgehog()
entity = Rabbit()
self.map.add_entity(entity)
entity.move(15, 44)
# Move randomly
@ -61,13 +64,20 @@ class TestEntities(unittest.TestCase):
self.map.tick()
self.assertTrue(entity.y == 2 and entity.x == 6)
# Hedgehog should fight
# Rabbit should fight
old_health = self.player.health
self.map.tick()
self.assertTrue(entity.y == 2 and entity.x == 6)
self.assertEqual(old_health - entity.strength, self.player.health)
self.assertEqual(self.map.logs.messages[-1],
f"{entity.name.capitalize()} hits {self.player.name}. \
{self.player.name.capitalize()} takes {entity.strength} damage.")
# Fight the hedgehog
# Fight the rabbit
old_health = entity.health
self.player.move_down()
self.assertEqual(entity.health, old_health - self.player.strength)
self.assertFalse(entity.dead)
old_health = entity.health
self.player.move_down()
self.assertEqual(entity.health, old_health - self.player.strength)
@ -87,12 +97,13 @@ class TestEntities(unittest.TestCase):
self.assertFalse(item.held)
item.hold(self.player)
self.assertTrue(item.held)
item.drop(2, 6)
self.assertEqual(item.y, 2)
item.drop()
self.assertEqual(item.y, 1)
self.assertEqual(item.x, 6)
# Pick up item
self.player.move_down()
self.player.move_left()
self.player.move_right()
self.assertTrue(item.held)
self.assertEqual(item.held_by, self.player)
self.assertIn(item, self.player.inventory)
@ -104,17 +115,29 @@ class TestEntities(unittest.TestCase):
"""
item = Bomb()
hedgehog = Hedgehog()
teddy_bear = TeddyBear()
self.map.add_entity(item)
self.map.add_entity(hedgehog)
self.map.add_entity(teddy_bear)
hedgehog.health = 2
teddy_bear.health = 2
hedgehog.move(41, 42)
teddy_bear.move(42, 41)
item.act(self.map)
self.assertFalse(hedgehog.dead)
item.drop(42, 42)
self.assertFalse(teddy_bear.dead)
self.player.move(42, 42)
item.hold(self.player)
item.use()
self.assertEqual(item.y, 42)
self.assertEqual(item.x, 42)
item.act(self.map)
# Wait for the explosion
for ignored in range(5):
item.act(self.map)
self.assertTrue(hedgehog.dead)
self.assertTrue(teddy_bear.dead)
bomb_state = item.save_state()
self.assertEqual(bomb_state["damage"], item.damage)
def test_hearts(self) -> None:
"""
@ -128,6 +151,26 @@ class TestEntities(unittest.TestCase):
self.assertNotIn(item, self.map.entities)
self.assertEqual(self.player.health,
self.player.maxhealth - item.healing)
heart_state = item.save_state()
self.assertEqual(heart_state["healing"], item.healing)
def test_body_snatch_potion(self) -> None:
"""
Test some random stuff with body snatch potions.
"""
item = BodySnatchPotion()
self.map.add_entity(item)
item.hold(self.player)
tiger = Tiger(y=42, x=42)
self.map.add_entity(tiger)
# The player becomes a tiger, and the tiger becomes a squirrel
item.use()
self.assertEqual(self.player.name, "tiger")
self.assertEqual(tiger.name, "player")
self.assertEqual(self.player.y, 42)
self.assertEqual(self.player.x, 42)
def test_players(self) -> None:
"""
@ -144,7 +187,7 @@ class TestEntities(unittest.TestCase):
self.assertFalse(player.move_up())
self.assertTrue(player.move_left())
self.assertFalse(player.move_left())
for i in range(8):
for _ in range(8):
self.assertTrue(player.move_down())
self.assertFalse(player.move_down())
self.assertTrue(player.move_right())
@ -158,3 +201,6 @@ class TestEntities(unittest.TestCase):
self.assertEqual(player.current_xp, 10)
self.assertEqual(player.max_xp, 40)
self.assertEqual(player.level, 4)
player_state = player.save_state()
self.assertEqual(player_state["current_xp"], 10)

View File

@ -0,0 +1,419 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import os
import unittest
from ..bootstrap import Bootstrap
from ..display.display import Display
from ..display.display_manager import DisplayManager
from ..entities.items import Bomb
from ..entities.player import Player
from ..enums import DisplayActions
from ..game import Game, KeyValues, GameMode
from ..menus import MainMenuValues
from ..resources import ResourceManager
from ..settings import Settings
from ..translations import gettext as _, Translator
class TestGame(unittest.TestCase):
def setUp(self) -> None:
"""
Setup game.
"""
self.game = Game()
self.game.new_game()
self.game.logs.add_message("Hello World !")
display = DisplayManager(None, self.game)
self.game.display_actions = display.handle_display_action
def test_load_game(self) -> None:
"""
Save a game and reload it.
"""
bomb = Bomb()
self.game.map.add_entity(bomb)
bomb.hold(self.game.player)
old_state = self.game.save_state()
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(), MainMenuValues.SAVE)
self.game.handle_key_pressed(KeyValues.ENTER) # Save game
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(), MainMenuValues.LOAD)
self.game.handle_key_pressed(KeyValues.ENTER) # Load game
new_state = self.game.save_state()
self.assertEqual(old_state, new_state)
# Ensure that the bomb is loaded
self.assertTrue(self.game.player.inventory)
# Error on loading save
with open(ResourceManager.get_config_path("save.json"), "w") as f:
f.write("I am not a JSON file")
self.assertIsNone(self.game.message)
self.game.load_game()
self.assertIsNotNone(self.game.message)
self.game.message = None
with open(ResourceManager.get_config_path("save.json"), "w") as f:
f.write("{}")
self.assertIsNone(self.game.message)
self.game.load_game()
self.assertIsNotNone(self.game.message)
self.game.message = None
# Load game with a dead player
self.game.map.remove_entity(self.game.player)
self.game.save_game()
self.game.load_game()
self.assertIsNotNone(self.game.message)
def test_bootstrap_fail(self) -> None:
"""
Ensure that the test can't play the game,
because there is no associated shell.
Yeah, that's only for coverage.
"""
self.assertRaises(Exception, Bootstrap.run_game)
self.assertEqual(os.getenv("TERM", "unknown"), "unknown")
def test_key_translation(self) -> None:
"""
Test key bindings.
"""
self.game.settings = Settings()
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_UP_PRIMARY, self.game.settings),
KeyValues.UP)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_UP_SECONDARY, self.game.settings),
KeyValues.UP)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_DOWN_PRIMARY, self.game.settings),
KeyValues.DOWN)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_DOWN_SECONDARY, self.game.settings),
KeyValues.DOWN)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_LEFT_PRIMARY, self.game.settings),
KeyValues.LEFT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_LEFT_SECONDARY, self.game.settings),
KeyValues.LEFT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_RIGHT_PRIMARY, self.game.settings),
KeyValues.RIGHT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_RIGHT_SECONDARY, self.game.settings),
KeyValues.RIGHT)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_ENTER, self.game.settings),
KeyValues.ENTER)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_INVENTORY, self.game.settings),
KeyValues.INVENTORY)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_USE, self.game.settings),
KeyValues.USE)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_EQUIP, self.game.settings),
KeyValues.EQUIP)
self.assertEqual(KeyValues.translate_key(
self.game.settings.KEY_DROP, self.game.settings),
KeyValues.DROP)
self.assertEqual(KeyValues.translate_key(' ', self.game.settings),
KeyValues.SPACE)
self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
None)
def test_key_press(self) -> None:
"""
Press a key and see what is done.
"""
self.assertEqual(self.game.state, GameMode.MAINMENU)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.RESUME)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SAVE)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.LOAD)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SETTINGS)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.SETTINGS)
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.MAINMENU)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.EXIT)
self.assertRaises(SystemExit, self.game.handle_key_pressed,
KeyValues.ENTER)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SETTINGS)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.LOAD)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SAVE)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.RESUME)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.PLAY)
# Kill entities
for entity in self.game.map.entities.copy():
if not isinstance(entity, Player):
self.game.map.remove_entity(entity)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.DOWN)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y + 1)
self.assertEqual(new_x, x)
y, x = new_y, new_x
self.game.handle_key_pressed(KeyValues.RIGHT)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x + 1)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.UP)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y - 1)
self.assertEqual(new_x, x)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.LEFT)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x - 1)
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.MAINMENU)
def test_new_game(self) -> None:
"""
Ensure that the start button starts a new game.
"""
old_map = self.game.map
old_player = self.game.player
self.game.handle_key_pressed(KeyValues.ENTER) # Start new game
new_map = self.game.map
new_player = self.game.player
# Ensure that
self.assertNotEqual(old_map, new_map)
self.assertNotEqual(old_player, new_player)
self.game.handle_key_pressed(KeyValues.SPACE)
old_map = new_map
old_player = new_player
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.ENTER) # Resume game
new_map = self.game.map
new_player = self.game.player
self.assertEqual(old_map, new_map)
self.assertEqual(old_player, new_player)
def test_settings_menu(self) -> None:
"""
Ensure that the settings menu is working properly.
"""
self.game.settings = Settings()
# Open settings menu
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.SETTINGS)
# Define the "move up" key to 'w'
self.assertFalse(self.game.settings_menu.waiting_for_key)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertTrue(self.game.settings_menu.waiting_for_key)
self.game.handle_key_pressed(None, 'w')
self.assertFalse(self.game.settings_menu.waiting_for_key)
self.assertEqual(self.game.settings.KEY_UP_PRIMARY, 'w')
# Navigate to "move left"
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.UP)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
# Define the "move up" key to 'a'
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertTrue(self.game.settings_menu.waiting_for_key)
# Can't used a mapped key
self.game.handle_key_pressed(None, 's')
self.assertTrue(self.game.settings_menu.waiting_for_key)
self.game.handle_key_pressed(None, 'a')
self.assertFalse(self.game.settings_menu.waiting_for_key)
self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
# Navigate to "texture pack"
for ignored in range(9):
self.game.handle_key_pressed(KeyValues.DOWN)
# Change texture pack
self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.TEXTURE_PACK, "squirrel")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
# Change language
Translator.compilemessages()
Translator.refresh_translations()
self.game.settings.LOCALE = "en"
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.LOCALE, "fr")
self.assertEqual(_("New game"), "Nouvelle partie")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.LOCALE, "de")
self.assertEqual(_("New game"), "Neu Spiel")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.LOCALE, "es")
self.assertEqual(_("New game"), "Nuevo partido")
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.settings.LOCALE, "en")
self.assertEqual(_("New game"), "New game")
# Navigate to "back" button
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.MAINMENU)
def test_logs(self) -> None:
"""
Tests the use of logs
"""
self.assertEqual(self.game.logs.messages, ["Hello World !"])
self.game.logs.add_messages(["Hello", "World"])
self.assertEqual(self.game.logs.messages, ["Hello World !",
"Hello", "World"])
self.game.logs.clear()
self.assertEqual(self.game.logs.messages, [])
def test_dead_screen(self) -> None:
"""
Kill player and render dead screen.
"""
self.game.state = GameMode.PLAY
# Kill player
self.game.player.take_damage(self.game.player,
self.game.player.health + 2)
y, x = self.game.player.y, self.game.player.x
for key in [KeyValues.UP, KeyValues.DOWN,
KeyValues.LEFT, KeyValues.RIGHT]:
self.game.handle_key_pressed(key)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x)
def test_not_implemented(self) -> None:
"""
Check that some functions are not implemented, only for coverage.
"""
self.assertRaises(NotImplementedError, Display.display, None)
def test_messages(self) -> None:
"""
Display error messages.
"""
self.game.message = "I am an error"
self.game.display_actions(DisplayActions.UPDATE)
self.game.display_actions(DisplayActions.REFRESH)
self.game.handle_key_pressed(None, "random key")
self.assertIsNone(self.game.message)
def test_inventory_menu(self) -> None:
"""
Open the inventory menu and interact with items.
"""
self.game.state = GameMode.PLAY
# Open and close the inventory
self.game.handle_key_pressed(KeyValues.INVENTORY)
self.assertEqual(self.game.state, GameMode.INVENTORY)
self.game.handle_key_pressed(KeyValues.SPACE)
self.assertEqual(self.game.state, GameMode.PLAY)
# Add five bombs in the inventory
for ignored in range(5):
bomb = Bomb()
bomb.map = self.game.map
bomb.map.add_entity(bomb)
bomb.hold(self.game.player)
self.game.handle_key_pressed(KeyValues.INVENTORY)
self.assertEqual(self.game.state, GameMode.INVENTORY)
# Navigate in the menu
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.inventory_menu.position, 3)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.DOWN)
self.game.handle_key_pressed(KeyValues.UP)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.inventory_menu.position, 4)
# Equip key does nothing
self.game.handle_key_pressed(KeyValues.EQUIP)
# Drop an item
bomb = self.game.player.inventory[-1]
self.assertEqual(self.game.inventory_menu.validate(), bomb)
self.assertTrue(bomb.held)
self.assertEqual(bomb.held_by, self.game.player)
self.game.handle_key_pressed(KeyValues.DROP)
self.assertFalse(bomb.held)
self.assertIsNone(bomb.held_by)
self.assertIsNone(bomb.owner)
self.assertFalse(bomb.exploding)
self.assertEqual(bomb.y, self.game.player.y)
self.assertEqual(bomb.x, self.game.player.x)
# Use the bomb
bomb = self.game.player.inventory[-1]
self.assertEqual(self.game.inventory_menu.validate(), bomb)
self.assertTrue(bomb.held)
self.assertEqual(bomb.held_by, self.game.player)
self.game.handle_key_pressed(KeyValues.USE)
self.assertFalse(bomb.held)
self.assertIsNone(bomb.held_by)
self.assertEqual(bomb.owner, self.game.player)
self.assertTrue(bomb.exploding)
self.assertEqual(bomb.y, self.game.player.y)
self.assertEqual(bomb.x, self.game.player.x)

View File

@ -1,7 +1,11 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import unittest
from dungeonbattle.display.texturepack import TexturePack
from dungeonbattle.interfaces import Map, Tile
from squirrelbattle.display.texturepack import TexturePack
from squirrelbattle.interfaces import Map, Tile
from squirrelbattle.resources import ResourceManager
class TestInterfaces(unittest.TestCase):
@ -18,7 +22,7 @@ class TestInterfaces(unittest.TestCase):
"""
Try to load a map from a file.
"""
m = Map.load("resources/example_map.txt")
m = Map.load(ResourceManager.get_asset_path("example_map.txt"))
self.assertEqual(m.width, 52)
self.assertEqual(m.height, 17)

View File

@ -1,3 +1,9 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from typing import Tuple
class FakePad:
"""
In order to run tests, we simulate a fake curses pad that accepts functions
@ -10,8 +16,11 @@ class FakePad:
smincol: int, smaxrow: int, smaxcol: int) -> None:
pass
def clear(self) -> None:
def erase(self) -> None:
pass
def resize(self, height: int, width: int) -> None:
pass
def getmaxyx(self) -> Tuple[int, int]:
return 42, 42

View File

@ -1,9 +1,16 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import unittest
from dungeonbattle.settings import Settings
from squirrelbattle.settings import Settings
from squirrelbattle.translations import Translator
class TestSettings(unittest.TestCase):
def setUp(self) -> None:
Translator.setlocale("en")
def test_settings(self) -> None:
"""
Ensure that settings are well loaded.
@ -21,7 +28,7 @@ class TestSettings(unittest.TestCase):
self.assertEqual(settings.get_comment(settings.TEXTURE_PACK),
settings.get_comment('TEXTURE_PACK'))
self.assertEqual(settings.get_comment(settings.TEXTURE_PACK),
'Pack de textures utilisé')
'Texture pack')
settings.TEXTURE_PACK = 'squirrel'
self.assertEqual(settings.TEXTURE_PACK, 'squirrel')

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@ -0,0 +1,66 @@
import unittest
from squirrelbattle.translations import gettext as _, Translator
class TestTranslations(unittest.TestCase):
def setUp(self) -> None:
Translator.compilemessages()
Translator.refresh_translations()
Translator.setlocale("fr")
def test_main_menu_translation(self) -> None:
"""
Ensure that the main menu is translated.
"""
self.assertEqual(_("New game"), "Nouvelle partie")
self.assertEqual(_("Resume"), "Continuer")
self.assertEqual(_("Load"), "Charger")
self.assertEqual(_("Save"), "Sauvegarder")
self.assertEqual(_("Settings"), "Paramètres")
self.assertEqual(_("Exit"), "Quitter")
def test_settings_menu_translation(self) -> None:
"""
Ensure that the settings menu is translated.
"""
self.assertEqual(_("Main key to move up"),
"Touche principale pour aller vers le haut")
self.assertEqual(_("Secondary key to move up"),
"Touche secondaire pour aller vers le haut")
self.assertEqual(_("Main key to move down"),
"Touche principale pour aller vers le bas")
self.assertEqual(_("Secondary key to move down"),
"Touche secondaire pour aller vers le bas")
self.assertEqual(_("Main key to move left"),
"Touche principale pour aller vers la gauche")
self.assertEqual(_("Secondary key to move left"),
"Touche secondaire pour aller vers la gauche")
self.assertEqual(_("Main key to move right"),
"Touche principale pour aller vers la droite")
self.assertEqual(_("Secondary key to move right"),
"Touche secondaire pour aller vers la droite")
self.assertEqual(_("Key to validate a menu"),
"Touche pour valider un menu")
self.assertEqual(_("Key used to open the inventory"),
"Touche utilisée pour ouvrir l'inventaire")
self.assertEqual(_("Key used to use an item in the inventory"),
"Touche pour utiliser un objet de l'inventaire")
self.assertEqual(_("Key used to equip an item in the inventory"),
"Touche pour équiper un objet de l'inventaire")
self.assertEqual(_("Key used to drop an item in the inventory"),
"Touche pour jeter un objet de l'inventaire")
self.assertEqual(_("Texture pack"), "Pack de textures")
self.assertEqual(_("Language"), "Langue")
def test_entities_translation(self) -> None:
self.assertEqual(_("player"), "joueur")
self.assertEqual(_("tiger"), "tigre")
self.assertEqual(_("hedgehog"), "hérisson")
self.assertEqual(_("rabbit"), "lapin")
self.assertEqual(_("teddy bear"), "nounours")
self.assertEqual(_("body snatch potion"), "potion d'arrachage de corps")
self.assertEqual(_("bomb"), "bombe")
self.assertEqual(_("heart"), "cœur")

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@ -0,0 +1,107 @@
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
import gettext as gt
import os
import re
import subprocess
from pathlib import Path
from typing import Any, List
class Translator:
"""
This module uses gettext to translate strings.
Translator.setlocale defines the language of the strings,
then gettext() translates the message.
"""
SUPPORTED_LOCALES: List[str] = ["de", "en", "es", "fr"]
locale: str = "en"
translators: dict = {}
@classmethod
def refresh_translations(cls) -> None:
"""
Load compiled translations.
"""
for language in cls.SUPPORTED_LOCALES:
rep = Path(__file__).parent / "locale" / language / "LC_MESSAGES"
rep.mkdir(parents=True) if not rep.is_dir() else None
if os.path.isfile(rep / "squirrelbattle.mo"):
cls.translators[language] = gt.translation(
"squirrelbattle",
localedir=Path(__file__).parent / "locale",
languages=[language],
)
@classmethod
def setlocale(cls, lang: str) -> None:
"""
Define the language used to translate the game.
The language must be supported, otherwise nothing is done.
"""
lang = lang[:2]
if lang in cls.SUPPORTED_LOCALES:
cls.locale = lang
@classmethod
def get_translator(cls) -> Any:
return cls.translators.get(cls.locale, gt.NullTranslations())
@classmethod
def makemessages(cls) -> None: # pragma: no cover
"""
Analyse all strings in the project and extract them.
"""
for language in cls.SUPPORTED_LOCALES:
if language == "en":
# Don't translate the main language
continue
file_name = Path(__file__).parent / "locale" / language \
/ "LC_MESSAGES" / "squirrelbattle.po"
args = ["find", "squirrelbattle", "-iname", "*.py"]
find = subprocess.Popen(args, cwd=Path(__file__).parent.parent,
stdout=subprocess.PIPE)
args = ["xargs", "xgettext", "--from-code", "utf-8",
"--add-comments",
"--package-name=squirrelbattle",
"--package-version=3.14.1",
"--copyright-holder=ÿnérant, eichhornchen, "
"nicomarg, charlse, ifugao",
"--msgid-bugs-address=squirrel-battle@crans.org",
"--sort-by-file",
"-o", file_name]
if file_name.is_file():
args.append("--join-existing")
with open(file_name, "r") as f:
content = f.read()
with open(file_name, "w") as f:
f.write(re.sub("#:.*\n", "", content))
print(f"Make {language} messages...")
subprocess.Popen(args, stdin=find.stdout).wait()
@classmethod
def compilemessages(cls) -> None:
"""
Compile translation messages from source files.
"""
for language in cls.SUPPORTED_LOCALES:
if language == "en":
continue
args = ["msgfmt", "--check-format",
"-o", Path(__file__).parent / "locale" / language
/ "LC_MESSAGES" / "squirrelbattle.mo",
Path(__file__).parent / "locale" / language
/ "LC_MESSAGES" / "squirrelbattle.po"]
print(f"Compiling {language} messages...")
subprocess.Popen(args).wait()
def gettext(message: str) -> str:
"""
Translate a message.
"""
return Translator.get_translator().gettext(message)
Translator.refresh_translations()

View File

@ -6,13 +6,13 @@ envlist =
skipsdist = True
[testenv]
sitepackages = True
sitepackages = False
deps =
-r{toxinidir}/requirements.txt
pytest
pytest-cov
commands =
pytest --cov=dungeonbattle/ --cov-report=term-missing dungeonbattle/
pytest --cov=squirrelbattle/ --cov-report=term-missing squirrelbattle/
[testenv:linters]
deps =
@ -23,7 +23,7 @@ deps =
pep8-naming
pyflakes
commands =
flake8 main.py dungeonbattle
flake8 main.py squirrelbattle
[flake8]
ignore = W503 ANN002 ANN003 ANN101 ANN102 ANN204 ANN205