287 lines
10 KiB
Python
287 lines
10 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 json import JSONDecodeError
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from random import randint
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from typing import Any, Optional
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import curses
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import json
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import os
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import sys
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from .entities.player import Player
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from .enums import GameMode, KeyValues, DisplayActions
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from .interfaces import Map, Logs
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from .resources import ResourceManager
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from .settings import Settings
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from . import menus
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from .translations import gettext as _, Translator
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class Game:
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"""
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The game object controls all actions in the game.
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"""
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map: Map
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player: Player
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screen: Any
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# display_actions is a display interface set by the bootstrapper
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display_actions: callable
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def __init__(self) -> None:
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"""
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Init the game.
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"""
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self.state = GameMode.MAINMENU
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self.waiting_for_friendly_key = False
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self.settings = Settings()
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self.settings.load_settings()
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self.settings.write_settings()
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Translator.setlocale(self.settings.LOCALE)
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self.main_menu = menus.MainMenu()
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self.settings_menu = menus.SettingsMenu()
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self.settings_menu.update_values(self.settings)
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self.inventory_menu = menus.InventoryMenu()
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self.store_menu = menus.StoreMenu()
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self.logs = Logs()
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self.message = None
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def new_game(self) -> None:
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"""
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Create a new game on the screen.
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"""
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# TODO generate a new map procedurally
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self.map = Map.load(ResourceManager.get_asset_path("example_map.txt"))
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self.map.logs = self.logs
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self.logs.clear()
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self.player = Player()
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self.map.add_entity(self.player)
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self.player.move(self.map.start_y, self.map.start_x)
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self.map.spawn_random_entities(randint(3, 10))
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self.inventory_menu.update_player(self.player)
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def run(self, screen: Any) -> None:
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"""
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Main infinite loop.
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We wait for the player's action, then we do what that should be done
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when the given key gets pressed.
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"""
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while True: # pragma no cover
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screen.erase()
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screen.refresh()
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self.display_actions(DisplayActions.REFRESH)
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key = screen.getkey()
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if key == "KEY_MOUSE":
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_ignored1, x, y, _ignored2, _ignored3 = curses.getmouse()
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self.display_actions(DisplayActions.MOUSE, y, x)
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else:
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self.handle_key_pressed(
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KeyValues.translate_key(key, self.settings), key)
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
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-> None:
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"""
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Indicates what should be done when the given key is pressed,
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according to the current game state.
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"""
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if self.message:
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self.message = None
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self.display_actions(DisplayActions.REFRESH)
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return
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if self.state == GameMode.PLAY:
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if self.waiting_for_friendly_key:
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# The player requested to talk with a friendly entity
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self.handle_friendly_entity_chat(key)
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else:
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self.handle_key_pressed_play(key)
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elif self.state == GameMode.INVENTORY:
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self.handle_key_pressed_inventory(key)
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elif self.state == GameMode.MAINMENU:
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self.handle_key_pressed_main_menu(key)
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elif self.state == GameMode.SETTINGS:
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self.settings_menu.handle_key_pressed(key, raw_key, self)
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elif self.state == GameMode.STORE:
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self.handle_key_pressed_store(key)
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self.display_actions(DisplayActions.REFRESH)
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def handle_key_pressed_play(self, key: KeyValues) -> None:
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"""
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In play mode, arrows or zqsd move the main character.
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"""
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if key == KeyValues.UP:
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if self.player.move_up():
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self.map.tick()
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elif key == KeyValues.DOWN:
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if self.player.move_down():
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self.map.tick()
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elif key == KeyValues.LEFT:
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if self.player.move_left():
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self.map.tick()
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elif key == KeyValues.RIGHT:
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if self.player.move_right():
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self.map.tick()
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elif key == KeyValues.INVENTORY:
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self.state = GameMode.INVENTORY
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elif key == KeyValues.SPACE:
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self.state = GameMode.MAINMENU
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elif key == KeyValues.CHAT:
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# Wait for the direction of the friendly entity
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self.waiting_for_friendly_key = True
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def handle_friendly_entity_chat(self, key: KeyValues) -> None:
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"""
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If the player is talking to a friendly entity, we get the direction
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where the entity is, then we interact with it.
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"""
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if not self.waiting_for_friendly_key:
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return
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self.waiting_for_friendly_key = False
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if key == KeyValues.UP:
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xp = self.player.x
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yp = self.player.y - 1
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elif key == KeyValues.DOWN:
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xp = self.player.x
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yp = self.player.y + 1
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elif key == KeyValues.LEFT:
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xp = self.player.x - 1
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yp = self.player.y
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elif key == KeyValues.RIGHT:
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xp = self.player.x + 1
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yp = self.player.y
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else:
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return
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if self.map.entity_is_present(yp, xp):
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for entity in self.map.entities:
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if entity.is_friendly() and entity.x == xp and \
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entity.y == yp:
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msg = entity.talk_to(self.player)
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self.logs.add_message(msg)
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if entity.is_merchant():
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self.state = GameMode.STORE
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self.store_menu.update_merchant(entity)
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def handle_key_pressed_inventory(self, key: KeyValues) -> None:
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"""
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In the inventory menu, we can interact with items or close the menu.
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"""
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if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
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self.state = GameMode.PLAY
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elif key == KeyValues.UP:
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self.inventory_menu.go_up()
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elif key == KeyValues.DOWN:
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self.inventory_menu.go_down()
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if self.inventory_menu.values and not self.player.dead:
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if key == KeyValues.USE:
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self.inventory_menu.validate().use()
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elif key == KeyValues.EQUIP:
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self.inventory_menu.validate().equip()
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elif key == KeyValues.DROP:
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self.inventory_menu.validate().drop()
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# Ensure that the cursor has a good position
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self.inventory_menu.position = min(self.inventory_menu.position,
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len(self.inventory_menu.values)
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- 1)
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def handle_key_pressed_store(self, key: KeyValues) -> None:
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"""
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In a store menu, we can buy items or close the menu.
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"""
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if key == KeyValues.SPACE:
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self.state = GameMode.PLAY
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elif key == KeyValues.UP:
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self.store_menu.go_up()
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elif key == KeyValues.DOWN:
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self.store_menu.go_down()
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if self.store_menu.values and not self.player.dead:
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if key == KeyValues.ENTER:
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item = self.store_menu.validate()
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flag = item.be_sold(self.player, self.store_menu.merchant)
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if not flag:
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self.message = _("You do not have enough money")
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self.display_actions(DisplayActions.UPDATE)
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# Ensure that the cursor has a good position
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self.store_menu.position = min(self.store_menu.position,
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len(self.store_menu.values) - 1)
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def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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"""
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In the main menu, we can navigate through options.
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"""
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if key == KeyValues.DOWN:
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self.main_menu.go_down()
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if key == KeyValues.UP:
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self.main_menu.go_up()
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if key == KeyValues.ENTER:
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option = self.main_menu.validate()
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if option == menus.MainMenuValues.START:
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self.new_game()
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self.display_actions(DisplayActions.UPDATE)
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self.state = GameMode.PLAY
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if option == menus.MainMenuValues.RESUME:
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self.state = GameMode.PLAY
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elif option == menus.MainMenuValues.SAVE:
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self.save_game()
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elif option == menus.MainMenuValues.LOAD:
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self.load_game()
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elif option == menus.MainMenuValues.SETTINGS:
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self.state = GameMode.SETTINGS
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elif option == menus.MainMenuValues.EXIT:
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sys.exit(0)
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def save_state(self) -> dict:
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"""
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Saves the game to a dictionary
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"""
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return self.map.save_state()
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def load_state(self, d: dict) -> None:
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"""
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Loads the game from a dictionary
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"""
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try:
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self.map.load_state(d)
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except KeyError:
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self.message = _("Some keys are missing in your save file.\n"
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"Your save seems to be corrupt. It got deleted.")
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os.unlink(ResourceManager.get_config_path("save.json"))
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self.display_actions(DisplayActions.UPDATE)
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return
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players = self.map.find_entities(Player)
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if not players:
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self.message = _("No player was found on this map!\n"
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"Maybe you died?")
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self.player.health = 0
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self.display_actions(DisplayActions.UPDATE)
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return
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self.player = players[0]
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self.display_actions(DisplayActions.UPDATE)
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def load_game(self) -> None:
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"""
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Loads the game from a file
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"""
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file_path = ResourceManager.get_config_path("save.json")
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if os.path.isfile(file_path):
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with open(file_path, "r") as f:
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try:
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state = json.loads(f.read())
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self.load_state(state)
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except JSONDecodeError:
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self.message = _("The JSON file is not correct.\n"
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"Your save seems corrupted. "
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"It got deleted.")
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os.unlink(file_path)
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self.display_actions(DisplayActions.UPDATE)
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def save_game(self) -> None:
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"""
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Saves the game to a file
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"""
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with open(ResourceManager.get_config_path("save.json"), "w") as f:
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f.write(json.dumps(self.save_state()))
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