285 lines
9.9 KiB
Python
285 lines
9.9 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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import curses
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from random import randint
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from typing import List
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from squirrelbattle.menus import Menu, MainMenu, SettingsMenu, StoreMenu,\
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ChestMenu
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from .display import Box, Display
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from ..entities.player import Player
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from ..enums import KeyValues, GameMode
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from ..game import Game
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from ..resources import ResourceManager
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from ..translations import gettext as _
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class MenuDisplay(Display):
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"""
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A class to display the menu objects.
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"""
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menu: Menu
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position: int
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.menubox = Box(*args, **kwargs)
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def update_menu(self, menu: Menu) -> None:
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self.menu = menu
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# Menu values are printed in pad
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self.pad = self.newpad(self.trueheight, self.truewidth + 2)
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def update_pad(self) -> None:
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for i in range(self.trueheight):
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self.addstr(self.pad, i, 0, " " + self.values[i])
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# set a marker on the selected line
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self.addstr(self.pad, self.menu.position, 0, " >")
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def display(self) -> None:
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cornery = 0 if self.height - 2 >= self.menu.position - 1 \
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else self.trueheight - self.height + 2 \
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if self.height - 2 >= self.trueheight - self.menu.position else 0
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# Menu box
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self.menubox.refresh(self.y, self.x, self.height, self.width)
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self.pad.erase()
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self.update_pad()
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self.refresh_pad(self.pad, cornery, 0, self.y + 1, self.x + 1,
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self.height - 2 + self.y,
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self.width - 2 + self.x)
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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"""
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 1))
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game.handle_key_pressed(KeyValues.ENTER)
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@property
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def truewidth(self) -> int:
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return max([len(str(a)) for a in self.values])
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@property
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def trueheight(self) -> int:
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return len(self.values)
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@property
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def preferred_width(self) -> int:
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return self.truewidth + 6
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@property
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def preferred_height(self) -> int:
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return self.trueheight + 2
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@property
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def values(self) -> List[str]:
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return [str(a) for a in self.menu.values]
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class SettingsMenuDisplay(MenuDisplay):
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"""
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A class to display specifically a settingsmenu object.
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"""
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menu: SettingsMenu
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def update(self, game: Game) -> None:
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self.update_menu(game.settings_menu)
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@property
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def values(self) -> List[str]:
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return [_(a[1][1]) + (" : "
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+ ("?" if self.menu.waiting_for_key
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and a == self.menu.validate() else a[1][0]
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.replace("\n", "\\n"))
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if a[1][0] else "") for a in self.menu.values]
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class MainMenuDisplay(Display):
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"""
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A class to display specifically a mainmenu object.
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"""
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def __init__(self, menu: MainMenu, *args):
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super().__init__(*args)
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self.menu = menu
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with open(ResourceManager.get_asset_path("ascii_art.txt"), "r") as file:
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self.title = file.read().split("\n")
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self.pad = self.newpad(max(self.rows, len(self.title) + 30),
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max(len(self.title[0]) + 5, self.cols))
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self.fg_color = curses.COLOR_WHITE
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self.menudisplay = MenuDisplay(self.screen, self.pack)
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self.menudisplay.update_menu(self.menu)
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def display(self) -> None:
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for i in range(len(self.title)):
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self.addstr(self.pad, 4 + i, max(self.width // 2
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- len(self.title[0]) // 2 - 1, 0), self.title[i],
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self.fg_color)
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msg = _("Credits")
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self.addstr(self.pad, self.height - 1, self.width - 1 - len(msg), msg)
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self.refresh_pad(self.pad, 0, 0, self.y, self.x,
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self.height + self.y - 1,
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self.width + self.x - 1)
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menuwidth = min(self.menudisplay.preferred_width, self.width)
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menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
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self.menudisplay.refresh(
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menuy, menux, min(self.menudisplay.preferred_height,
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self.height - menuy), menuwidth)
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def update(self, game: Game) -> None:
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self.menudisplay.update_menu(game.main_menu)
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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menuwidth = min(self.menudisplay.preferred_width, self.width)
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menuy, menux = len(self.title) + 8, self.width // 2 - menuwidth // 2 - 1
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menuheight = min(self.menudisplay.preferred_height, self.height - menuy)
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if menuy <= y < menuy + menuheight and menux <= x < menux + menuwidth:
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self.menudisplay.handle_click(y - menuy, x - menux, attr, game)
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if y <= len(self.title):
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self.fg_color = randint(0, 1000), randint(0, 1000), randint(0, 1000)
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if y == self.height - 1 and x >= self.width - 1 - len(_("Credits")):
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game.state = GameMode.CREDITS
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class PlayerInventoryDisplay(MenuDisplay):
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"""
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A class to handle the display of the player's inventory.
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"""
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player: Player = None
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selected: bool = True
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store_mode: bool = False
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chest_mode: bool = False
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def update(self, game: Game) -> None:
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self.player = game.player
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self.update_menu(game.inventory_menu)
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self.store_mode = game.state == GameMode.STORE
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self.chest_mode = game.state == GameMode.CHEST
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self.selected = game.state == GameMode.INVENTORY \
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or (self.store_mode and not game.is_in_store_menu)\
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or (self.chest_mode and not game.is_in_chest_menu)
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def update_pad(self) -> None:
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self.menubox.update_title(_("INVENTORY"))
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position \
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and self.selected else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize()
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+ (f" ({item.description})" if item.description else "")
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+ (": " + str(item.price) + " Hazels"
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if self.store_mode else ""))
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if self.store_mode:
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price = f"{self.pack.HAZELNUT} {self.player.hazel} Hazels"
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width = len(price) + (self.pack.tile_width - 1)
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self.addstr(self.pad, self.height - 3, self.width - width - 2,
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price, italic=True)
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@property
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def truewidth(self) -> int:
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return max(1, self.height if hasattr(self, "height") else 10)
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@property
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def trueheight(self) -> int:
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return 2 + super().trueheight
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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"""
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_store_menu = False
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game.handle_key_pressed(KeyValues.ENTER)
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class StoreInventoryDisplay(MenuDisplay):
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"""
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A class to handle the display of a merchant's inventory.
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"""
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menu: StoreMenu
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selected: bool = False
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def update(self, game: Game) -> None:
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self.update_menu(game.store_menu)
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self.selected = game.is_in_store_menu
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def update_pad(self) -> None:
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self.menubox.update_title(_("STALL"))
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position \
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and self.selected else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize()
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+ (f" ({item.description})" if item.description else "")
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+ ": " + str(item.price) + " Hazels")
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price = f"{self.pack.HAZELNUT} {self.menu.merchant.hazel} Hazels"
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width = len(price) + (self.pack.tile_width - 1)
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self.addstr(self.pad, self.height - 3, self.width - width - 2, price,
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italic=True)
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@property
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def truewidth(self) -> int:
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return max(1, self.height if hasattr(self, "height") else 10)
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@property
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def trueheight(self) -> int:
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return 2 + super().trueheight
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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"""
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_store_menu = True
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game.handle_key_pressed(KeyValues.ENTER)
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class ChestInventoryDisplay(MenuDisplay):
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"""
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A class to handle the display of a merchant's inventory.
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"""
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menu: ChestMenu
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selected: bool = False
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def update(self, game: Game) -> None:
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self.update_menu(game.chest_menu)
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self.selected = game.is_in_chest_menu
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def update_pad(self) -> None:
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self.menubox.update_title(_("CHEST"))
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for i, item in enumerate(self.menu.values):
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rep = self.pack[item.name.upper()]
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selection = f"[{rep}]" if i == self.menu.position \
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and self.selected else f" {rep} "
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self.addstr(self.pad, i + 1, 0, selection
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+ " " + item.translated_name.capitalize())
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@property
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def truewidth(self) -> int:
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return max(1, self.height if hasattr(self, "height") else 10)
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@property
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def trueheight(self) -> int:
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return 2 + super().trueheight
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def handle_click(self, y: int, x: int, attr: int, game: Game) -> None:
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"""
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We can select a menu item with the mouse.
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"""
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self.menu.position = max(0, min(len(self.menu.values) - 1, y - 2))
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game.is_in_chest_menu = True
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game.handle_key_pressed(KeyValues.ENTER)
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