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