squirrel-battle/squirrelbattle/interfaces.py

583 lines
18 KiB
Python

# 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, Union, Tuple
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 Slope():
X: int
Y: int
def __init__(self, y: int, x: int) -> None:
self.Y = y
self.X = x
def compare(self, other: Union[Tuple[int, int], "Slope"]) -> int:
if isinstance(other, Slope):
y, x = other.Y, other.X
else:
y, x = other
return self.Y * x - self.X * y
def __lt__(self, other: Union[Tuple[int, int], "Slope"]) -> bool:
return self.compare(other) < 0
def __eq__(self, other: Union[Tuple[int, int], "Slope"]) -> bool:
return self.compare(other) == 0
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"]]
visibility: List[List[bool]]
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.visibility = [[False for _ in range(len(tiles[0]))]
for _ in range(len(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 compute_visibility(self, y: int, x: int, max_range: int) -> None:
"""
Sets the visible tiles to be the ones visible by an entity at point
(y, x), using a twaked shadow casting algorithm
"""
for line in self.visibility:
for i in range(len(line)):
line[i] = False
self.visibility[y][x] = True
for octant in range(8):
self.compute_visibility_octant(octant, (y, x), max_range, 1,
Slope(1, 1), Slope(0, 1))
def crop_top_visibility(self, octant: int, origin: Tuple[int, int],
x: int, top: Slope) -> int:
if top.X == 1:
top_y = x
else:
top_y = ((x * 2 - 1) * top.Y + top.X) / (top.X * 2)
if self.is_wall(top_y, x, octant, origin):
if top >= (top_y * 2 + 1, x * 2) and not\
self.is_wall(top_y + 1, x, octant, origin):
top_y += 1
else:
ax = x * 2
if self.is_wall(top_y + 1, x + 1, octant, origin):
ax += 1
if top > (top_y * 2 + 1, ax):
top_y += 1
return top_y
def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int],
x: int, bottom: Slope) -> int:
if bottom.Y == 0:
bottom_y = 0
else:
bottom_y = ((x * 2 + 1) * bottom.Y + bottom.X) /\
(bottom.X * 2)
if bottom >= (bottom_y * 2 + 1, x * 2) and\
self.is_wall(bottom_y, x, octant, origin) and\
not self.is_wall(bottom_y + 1, x, octant, origin):
bottom_y += 1
return bottom_y
def compute_visibility_octant(self, octant: int, origin: Tuple[int, int],
max_range: int, distance: int, top: Slope,
bottom: Slope) -> None:
for x in range(distance, max_range):
top_y = self.crop_top_visibility(octant, origin, x, top)
bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom)
was_opaque = -1
for y in range(top_y, bottom_y - 1, -1):
if sqrt(x**2 + y**2) > max_range:
continue
is_opaque = self.is_wall(y, x, octant, origin)
is_visible = is_opaque\
or ((y != top_y or top > (y * 4 - 1, x * 4 - 1))
and (y != bottom_y or bottom < (y * 4 + 1, x * 4 + 1)))
if is_visible:
self.set_visible(y, x, octant, origin)
if x == max_range:
continue
if is_opaque and was_opaque == 0:
nx, ny = x * 2, y * 2 + 1
if self.is_wall(y + 1, x, octant, origin):
nx -= 1
if top > (ny, nx):
if y == bottom_y:
bottom = Slope(ny, nx)
break
else:
self.compute_visibility_octant(
octant, origin, max_range, x + 1, top,
Slope(ny, nx))
else:
if y == bottom_y:
return
elif not is_opaque and was_opaque == 1:
nx, ny = x * 2, y * 2 + 1
if self.is_wall(y + 1, x + 1, octant, origin):
nx += 1
if bottom >= (ny, nx):
return
was_opaque = is_opaque
if was_opaque != 0:
break
@staticmethod
def translate_coord(y: int, x: int, octant: int,
origin: Tuple[int, int]) -> Tuple[int, int]:
ny, nx = origin
if octant == 0:
return nx + x, ny - y
elif octant == 1:
return nx + y, ny - x
elif octant == 2:
return nx - y, ny - x
elif octant == 3:
return nx - x, ny - y
elif octant == 4:
return nx - x, ny + y
elif octant == 5:
return nx - y, ny + x
elif octant == 6:
return nx + y, ny + x
elif octant == 7:
return nx + x, ny + y
def is_wall(self, y: int, x: int, octant: int,
origin: Tuple[int, int]) -> bool:
y, x = self.translate_coord(y, x, octant, origin)
return self.tiles[y][x].is_wall()
def set_visible(self, y: int, x: int, octant: int,
origin: Tuple[int, int]) -> None:
y, x = self.translate_coord(y, x, octant, origin)
self.visibility[y][x] = True
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