# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later import curses from .display import Display from ..entities.items import Monocle from ..entities.player import Player from ..game import Game from ..interfaces import FightingEntity, Logs, Map from ..translations import gettext as _ class LogsDisplay(Display): """ A class to handle the display of the logs. """ logs: Logs def __init__(self, *args) -> None: super().__init__(*args) self.pad = self.newpad(self.rows, self.cols) def update(self, game: Game) -> None: self.logs = game.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) class MapDisplay(Display): """ A class to handle the display of the map. """ map: Map def __init__(self, *args): super().__init__(*args) def update(self, game: Game) -> None: self.map = game.map self.pad = self.newpad(self.map.height, self.pack.tile_width * self.map.width + 1) def update_pad(self) -> None: for j in range(len(self.map.tiles)): for i in range(len(self.map.tiles[j])): if not self.map.seen_tiles[j][i]: continue fg, bg = self.map.tiles[j][i].visible_color(self.pack) if \ self.map.visibility[j][i] else \ self.map.tiles[j][i].hidden_color(self.pack) self.addstr(self.pad, j, self.pack.tile_width * i, self.map.tiles[j][i].char(self.pack), fg, bg) for e in self.map.entities: if self.map.visibility[e.y][e.x]: self.addstr(self.pad, e.y, self.pack.tile_width * e.x, self.pack[e.name.upper()], self.pack.entity_fg_color, self.pack.entity_bg_color) # Display Path map for debug 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.pack.tile_fg_color, # self.pack.tile_bg_color) 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) class StatsDisplay(Display): """ A class to handle the display of the stats of the player. """ game: Game player: Player def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.pad = self.newpad(self.rows, self.cols) def update(self, game: Game) -> None: self.game = game self.player = game.player def update_pad(self) -> None: string2 = f"{_(self.player.name).capitalize()} " \ f"-- LVL {self.player.level} -- " \ f"FLOOR {-self.player.map.floor}\n" \ f"EXP {self.player.current_xp}/{self.player.max_xp}\n" \ f"HP {self.player.health}/{self.player.maxhealth}" self.addstr(self.pad, 0, 0, string2) string3 = f"STR {self.player.strength}\n" \ f"INT {self.player.intelligence}\n" \ f"CHR {self.player.charisma}\n" \ f"DEX {self.player.dexterity}\n" \ f"CON {self.player.constitution}\n" \ f"CRI {self.player.critical}%" 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, 9, 0, inventory_str) if self.player.equipped_main: self.addstr(self.pad, 10, 0, _("Equipped main:") + " " f"{self.pack[self.player.equipped_main.name.upper()]}") if self.player.equipped_secondary: self.addstr(self.pad, 11, 0, _("Equipped secondary:") + " " + self.pack[self.player.equipped_secondary .name.upper()]) if self.player.equipped_armor: self.addstr(self.pad, 12, 0, _("Equipped chestplate:") + " " + self.pack[self.player.equipped_armor.name.upper()]) if self.player.equipped_helmet: self.addstr(self.pad, 13, 0, _("Equipped helmet:") + " " + self.pack[self.player.equipped_helmet.name.upper()]) self.addstr(self.pad, 14, 0, f"{self.pack.HAZELNUT} " f"x{self.player.hazel}") if self.player.dead: self.addstr(self.pad, 15, 0, _("YOU ARE DEAD"), curses.COLOR_RED, bold=True, blink=True, standout=True) if self.player.map.tiles[self.player.y][self.player.x].is_ladder(): msg = _("Use {key} to use the ladder") \ .format(key=self.game.settings.KEY_LADDER.upper()) self.addstr(self.pad, self.height - 2, 0, msg, italic=True, reverse=True) self.update_entities_stats() def update_entities_stats(self) -> None: """ Display information about a near entity if we have a monocle. """ for dy, dx in [(-1, 0), (0, -1), (0, 1), (1, 0)]: for entity in self.player.map.find_entities(FightingEntity): if entity == self.player: continue if entity.y == self.player.y + dy \ and entity.x == self.player.x + dx: if entity.is_friendly(): msg = _("Move to the friendly entity to talk to it") \ if self.game.waiting_for_friendly_key else \ _("Use {key} then move to talk to the entity") \ .format(key=self.game.settings.KEY_CHAT.upper()) self.addstr(self.pad, self.height - 1, 0, msg, italic=True, reverse=True) if isinstance(self.player.equipped_secondary, Monocle): # Truth monocle message = f"{entity.translated_name.capitalize()} " \ f"{self.pack[entity.name.upper()]}\n" \ f"STR {entity.strength}\n" \ f"INT {entity.intelligence}\n" \ f"CHR {entity.charisma}\n" \ f"DEX {entity.dexterity}\n" \ f"CON {entity.constitution}\n" \ f"CRI {entity.critical}%" self.addstr(self.pad, 17, 0, message) # Only display one entity break 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)