# 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, Any 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. """ if entity in self.entities: 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 tile 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) def entity_is_present(self, y: int, x: int) -> bool: """ Indicates that the tile at the coordinates (y, x) contains a killable entity """ return 0 <= y < self.height and 0 <= x < self.width and \ any(entity.x == x and entity.y == y and entity.is_friendly() 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} entities 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() LADDER = 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 is_ladder(self) -> bool: """ Is this Tile a ladder? """ return self == Tile.LADDER 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) def is_friendly(self) -> bool: """ Is this entity a friendly entity? """ return isinstance(self, FriendlyEntity) def is_merchant(self) -> bool: """ Is this entity a merchant? """ from squirrelbattle.entities.friendly import Merchant return isinstance(self, Merchant) @property def translated_name(self) -> str: return _(self.name.replace("_", " ")) @staticmethod def get_all_entity_classes() -> list: """ Returns all entities subclasses """ from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart from squirrelbattle.entities.monsters import Tiger, Hedgehog, \ Rabbit, TeddyBear from squirrelbattle.entities.friendly import Merchant, Sunflower return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear, Sunflower, Tiger, Merchant] @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.friendly import Merchant, Sunflower from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \ Heart, Sword return { "Tiger": Tiger, "Bomb": Bomb, "Heart": Heart, "BodySnatchPotion": BodySnatchPotion, "Hedgehog": Hedgehog, "Rabbit": Rabbit, "TeddyBear": TeddyBear, "Player": Player, "Merchant": Merchant, "Sunflower": Sunflower, "Sword": Sword, } 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 entity's 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 class FriendlyEntity(FightingEntity): """ Friendly entities are living entities which do not attack the player """ dialogue_option: list def talk_to(self, player: Any) -> str: return _("{entity} said: {message}").format( entity=self.translated_name.capitalize(), message=choice(self.dialogue_option)) def keys(self) -> list: """ Returns a friendly entity's specific attributes """ return ["maxhealth", "health"] class InventoryHolder(Entity): hazel: int # Currency of the game inventory: list def translate_inventory(self, inventory: list) -> list: """ Translate the JSON-state of the inventory into a list of the items in the inventory. """ for i in range(len(inventory)): if isinstance(inventory[i], dict): inventory[i] = self.dict_to_inventory(inventory[i]) return inventory def dict_to_inventory(self, item_dict: dict) -> Entity: """ Translate a dict object that contains the state of an item into an item object. """ entity_classes = self.get_all_entity_classes_in_a_dict() item_class = entity_classes[item_dict["type"]] return item_class(**item_dict) def save_state(self) -> dict: """ We save the inventory of the merchant formatted as JSON """ d = super().save_state() d["hazel"] = self.hazel d["inventory"] = [item.save_state() for item in self.inventory] return d def add_to_inventory(self, obj: Any) -> None: """ Adds an object to inventory """ self.inventory.append(obj) def remove_from_inventory(self, obj: Any) -> None: """ Removes an object from the inventory """ self.inventory.remove(obj) def change_hazel_balance(self, hz: int) -> None: """ Change the number of hazel the entity has by hz. hz is negative when the player loses money and positive when he gains money """ self.hazel += hz