130 lines
5.4 KiB
Python
130 lines
5.4 KiB
Python
# Copyright (C) 2020-2021 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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import curses
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from .display import Display
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from ..entities.items import Monocle
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from ..entities.player import Player
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from ..game import Game
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from ..interfaces import FightingEntity
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from ..translations import gettext as _
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class StatsDisplay(Display):
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"""
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A class to handle the display of the stats of the player.
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"""
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game: Game
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player: Player
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.pad = self.newpad(self.rows, self.cols)
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def update(self, game: Game) -> None:
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self.game = game
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self.player = game.player
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def update_pad(self) -> None:
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string2 = f"{_(self.player.name).capitalize()} " \
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f"-- LVL {self.player.level} -- " \
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f"FLOOR {-self.player.map.floor}\n" \
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f"EXP {self.player.current_xp}/{self.player.max_xp}\n" \
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f"HP {self.player.health}/{self.player.maxhealth}"
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self.addstr(self.pad, 0, 0, string2)
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string3 = f"STR {self.player.strength}\n" \
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f"INT {self.player.intelligence}\n" \
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f"CHR {self.player.charisma}\n" \
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f"DEX {self.player.dexterity}\n" \
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f"CON {self.player.constitution}\n" \
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f"CRI {self.player.critical}%"
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self.addstr(self.pad, 3, 0, string3)
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inventory_str = _("Inventory:") + " "
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# Stack items by type instead of displaying each item
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item_types = [item.name for item in self.player.inventory]
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item_types.sort(key=item_types.count, reverse=True)
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printed_items = []
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for item in item_types:
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if item in printed_items:
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continue
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count = item_types.count(item)
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inventory_str += self.pack[item.upper()]
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if count > 1:
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inventory_str += f"x{count} "
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printed_items.append(item)
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self.addstr(self.pad, 9, 0, inventory_str)
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if self.player.equipped_main:
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self.addstr(self.pad, 10, 0,
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_("Equipped main:") + " "
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f"{self.pack[self.player.equipped_main.name.upper()]}")
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if self.player.equipped_secondary:
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self.addstr(self.pad, 11, 0,
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_("Equipped secondary:") + " "
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+ self.pack[self.player.equipped_secondary
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.name.upper()])
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if self.player.equipped_armor:
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self.addstr(self.pad, 12, 0,
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_("Equipped chestplate:") + " "
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+ self.pack[self.player.equipped_armor.name.upper()])
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if self.player.equipped_helmet:
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self.addstr(self.pad, 13, 0,
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_("Equipped helmet:") + " "
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+ self.pack[self.player.equipped_helmet.name.upper()])
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self.addstr(self.pad, 14, 0, f"{self.pack.HAZELNUT} "
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f"x{self.player.hazel}")
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if self.player.dead:
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self.addstr(self.pad, 15, 0, _("YOU ARE DEAD"), curses.COLOR_RED,
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bold=True, blink=True, standout=True)
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if self.player.map.tiles[self.player.y][self.player.x].is_ladder():
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msg = _("Use {key} to use the ladder") \
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.format(key=self.game.settings.KEY_LADDER.upper())
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self.addstr(self.pad, self.height - 2, 0, msg,
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italic=True, reverse=True)
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self.update_entities_stats()
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def update_entities_stats(self) -> None:
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"""
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Display information about a near entity if we have a monocle.
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"""
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for dy, dx in [(-1, 0), (0, -1), (0, 1), (1, 0)]:
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for entity in self.player.map.find_entities(FightingEntity):
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if entity == self.player:
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continue
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if entity.y == self.player.y + dy \
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and entity.x == self.player.x + dx:
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if entity.is_friendly():
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msg = _("Move to the friendly entity to talk to it") \
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if self.game.waiting_for_friendly_key else \
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_("Use {key} then move to talk to the entity") \
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.format(key=self.game.settings.KEY_CHAT.upper())
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self.addstr(self.pad, self.height - 1, 0, msg,
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italic=True, reverse=True)
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if isinstance(self.player.equipped_secondary, Monocle):
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# Truth monocle
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message = f"{entity.translated_name.capitalize()} " \
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f"{self.pack[entity.name.upper()]}\n" \
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f"STR {entity.strength}\n" \
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f"INT {entity.intelligence}\n" \
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f"CHR {entity.charisma}\n" \
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f"DEX {entity.dexterity}\n" \
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f"CON {entity.constitution}\n" \
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f"CRI {entity.critical}%"
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self.addstr(self.pad, 17, 0, message)
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# Only display one entity
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break
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def display(self) -> None:
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self.pad.erase()
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self.update_pad()
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self.refresh_pad(self.pad, 0, 0, self.y, self.x,
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self.y + self.height - 1, self.width + self.x - 1)
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