9d3e8a9822
Village Closes #41, #38, #37, #36, and #18 See merge request ynerant/squirrel-battle!44
143 lines
4.3 KiB
Python
143 lines
4.3 KiB
Python
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from enum import Enum
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from typing import Any, Optional
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from .display.texturepack import TexturePack
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from .entities.player import Player
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from .entities.friendly import Merchant
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from .enums import GameMode, KeyValues, DisplayActions
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from .settings import Settings
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from .translations import gettext as _, Translator
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class Menu:
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"""
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A Menu object is the logical representation of a menu in the game
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"""
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values: list
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def __init__(self):
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self.position = 0
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def go_up(self) -> None:
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"""
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Moves the pointer of the menu on the previous value
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"""
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self.position = max(0, self.position - 1)
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def go_down(self) -> None:
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"""
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Moves the pointer of the menu on the next value
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"""
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self.position = min(len(self.values) - 1, self.position + 1)
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def validate(self) -> Any:
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"""
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Selects the value that is pointed by the menu pointer
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"""
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return self.values[self.position]
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class MainMenuValues(Enum):
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"""
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Values of the main menu
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"""
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START = "New game"
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RESUME = "Resume"
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SAVE = "Save"
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LOAD = "Load"
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SETTINGS = "Settings"
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EXIT = "Exit"
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def __str__(self):
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return _(self.value)
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class MainMenu(Menu):
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"""
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A special instance of a menu : the main menu
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"""
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values = [e for e in MainMenuValues]
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class SettingsMenu(Menu):
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"""
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A special instance of a menu : the settings menu
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"""
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waiting_for_key: bool = False
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def update_values(self, settings: Settings) -> None:
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self.values = list(settings.__dict__.items())
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self.values.append(("RETURN", ["", _("Back")]))
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
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game: Any) -> None:
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"""
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In the setting menu, we van select a setting and change it
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"""
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if not self.waiting_for_key:
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# Navigate normally through the menu.
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if key == KeyValues.SPACE or \
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key == KeyValues.ENTER and \
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self.position == len(self.values) - 1:
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# Go back
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game.display_actions(DisplayActions.UPDATE)
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game.state = GameMode.MAINMENU
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if key == KeyValues.DOWN:
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self.go_down()
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if key == KeyValues.UP:
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self.go_up()
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if key == KeyValues.ENTER and self.position < len(self.values) - 1:
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# Change a setting
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option = self.values[self.position][0]
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if option == "TEXTURE_PACK":
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game.settings.TEXTURE_PACK = \
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TexturePack.get_next_pack_name(
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game.settings.TEXTURE_PACK)
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game.settings.write_settings()
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self.update_values(game.settings)
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elif option == "LOCALE":
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game.settings.LOCALE = 'fr' if game.settings.LOCALE == 'en'\
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else 'de' if game.settings.LOCALE == 'fr' else 'es' \
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if game.settings.LOCALE == 'de' else 'en'
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Translator.setlocale(game.settings.LOCALE)
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game.settings.write_settings()
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self.update_values(game.settings)
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else:
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self.waiting_for_key = True
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self.update_values(game.settings)
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else:
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option = self.values[self.position][0]
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# Don't use an already mapped key
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if any(getattr(game.settings, opt) == raw_key
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for opt in game.settings.settings_keys if opt != option):
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return
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setattr(game.settings, option, raw_key)
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game.settings.write_settings()
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self.waiting_for_key = False
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self.update_values(game.settings)
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class InventoryMenu(Menu):
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player: Player
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def update_player(self, player: Player) -> None:
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self.player = player
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@property
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def values(self) -> list:
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return self.player.inventory
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class StoreMenu(Menu):
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merchant: Merchant
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def update_merchant(self, merchant: Merchant) -> None:
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self.merchant = merchant
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@property
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def values(self) -> list:
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return self.merchant.inventory
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