eac9057f31
# Conflicts: # squirrelbattle/entities/items.py # squirrelbattle/interfaces.py # squirrelbattle/tests/game_test.py
461 lines
17 KiB
Python
461 lines
17 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, List
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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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maps: List[Map]
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map_index: int
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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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Initiates 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.waiting_for_launch_key = False
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self.is_in_store_menu = True
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self.is_in_chest_menu = True
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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.chest_menu = menus.ChestMenu()
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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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Creates 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.maps = []
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self.map_index = 0
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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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@property
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def map(self) -> Map:
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"""
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Return the current map where the user is.
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"""
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return self.maps[self.map_index]
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@map.setter
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def map(self, m: Map) -> None:
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"""
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Redefine the current map.
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"""
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if len(self.maps) == self.map_index:
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# Insert new map
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self.maps.append(m)
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# Redefine the current map
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self.maps[self.map_index] = m
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def run(self, screen: Any) -> None: # pragma no cover
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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 should be done
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when a key gets pressed.
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"""
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screen.refresh()
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while True:
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screen.erase()
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screen.noutrefresh()
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self.display_actions(DisplayActions.REFRESH)
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curses.doupdate()
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try:
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key = screen.getkey()
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except KeyboardInterrupt:
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exit(0)
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return
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if key == "KEY_MOUSE":
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_ignored1, x, y, _ignored2, attr = curses.getmouse()
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self.display_actions(DisplayActions.MOUSE, y, x, attr)
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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 a 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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elif self.waiting_for_launch_key:
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# The player requested to launch
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self.handle_launch(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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elif self.state == GameMode.CHEST:
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self.handle_key_pressed_chest(key)
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elif self.state == GameMode.CREDITS:
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self.state = GameMode.MAINMENU
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self.display_actions(DisplayActions.REFRESH)
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def handle_key_pressed_play(self, key: KeyValues) -> None: # noqa: C901
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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(self.player)
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elif key == KeyValues.DOWN:
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if self.player.move_down():
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self.map.tick(self.player)
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elif key == KeyValues.LEFT:
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if self.player.move_left():
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self.map.tick(self.player)
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elif key == KeyValues.RIGHT:
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if self.player.move_right():
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self.map.tick(self.player)
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elif key == KeyValues.INVENTORY:
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self.state = GameMode.INVENTORY
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self.display_actions(DisplayActions.UPDATE)
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elif key == KeyValues.USE and self.player.equipped_main:
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if self.player.equipped_main:
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self.player.equipped_main.use()
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if self.player.equipped_secondary:
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self.player.equipped_secondary.use()
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elif key == KeyValues.LAUNCH:
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# Wait for the direction to launch in
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self.waiting_for_launch_key = True
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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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elif key == KeyValues.WAIT:
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self.map.tick(self.player)
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elif key == KeyValues.LADDER:
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self.handle_ladder()
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def handle_ladder(self) -> None:
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"""
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The player pressed the ladder key to switch map
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"""
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# On a ladder, we switch level
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y, x = self.player.y, self.player.x
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if not self.map.tiles[y][x].is_ladder():
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return
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# We move up on the ladder of the beginning,
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# down at the end of the stage
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move_down = y != self.map.start_y and x != self.map.start_x
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old_map = self.map
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self.map_index += 1 if move_down else -1
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if self.map_index == -1:
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self.map_index = 0
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return
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while self.map_index >= len(self.maps):
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# TODO: generate a new map
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self.maps.append(Map.load(ResourceManager.get_asset_path(
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"example_map_2.txt")))
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new_map = self.map
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new_map.floor = self.map_index
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old_map.remove_entity(self.player)
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new_map.add_entity(self.player)
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if move_down:
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self.player.move(self.map.start_y, self.map.start_x)
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self.logs.add_message(
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_("The player climbs down to the floor {floor}.")
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.format(floor=-self.map_index))
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else:
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# Find the ladder of the end of the game
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ladder_y, ladder_x = -1, -1
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for y in range(self.map.height):
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for x in range(self.map.width):
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if (y, x) != (self.map.start_y, self.map.start_x) \
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and self.map.tiles[y][x].is_ladder():
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ladder_y, ladder_x = y, x
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break
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self.player.move(ladder_y, ladder_x)
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self.logs.add_message(
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_("The player climbs up the floor {floor}.")
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.format(floor=-self.map_index))
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self.display_actions(DisplayActions.UPDATE)
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def handle_friendly_entity_chat(self, key: KeyValues) -> None:
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"""
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If the player tries to talk to a friendly entity, the game waits for
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a directional key to be pressed, verifies there is a friendly entity
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in that direction and then lets the player 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.is_in_store_menu = True
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self.store_menu.update_merchant(entity)
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self.display_actions(DisplayActions.UPDATE)
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elif entity.is_chest():
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self.state = GameMode.CHEST
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self.is_in_chest_menu = True
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self.chest_menu.update_chest(entity)
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self.display_actions(DisplayActions.UPDATE)
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def handle_launch(self, key: KeyValues) -> None:
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"""
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If the player tries to throw something in a direction, the game looks
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for entities in that direction and within the range of the player's
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weapon and adds damage
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"""
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if not self.waiting_for_launch_key:
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return
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self.waiting_for_launch_key = False
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if key == KeyValues.UP:
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direction = 0
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elif key == KeyValues.DOWN:
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direction = 2
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elif key == KeyValues.LEFT:
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direction = 3
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elif key == KeyValues.RIGHT:
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direction = 1
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else:
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return
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if self.player.equipped_main:
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self.player.equipped_main.throw(direction)
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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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menu = self.store_menu if self.is_in_store_menu else self.inventory_menu
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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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menu.go_up()
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elif key == KeyValues.DOWN:
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menu.go_down()
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elif key == KeyValues.LEFT:
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self.is_in_store_menu = False
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self.display_actions(DisplayActions.UPDATE)
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elif key == KeyValues.RIGHT:
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self.is_in_store_menu = True
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self.display_actions(DisplayActions.UPDATE)
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if menu.values and not self.player.dead:
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if key == KeyValues.ENTER:
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item = menu.validate()
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owner = self.store_menu.merchant if self.is_in_store_menu \
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else self.player
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buyer = self.player if self.is_in_store_menu \
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else self.store_menu.merchant
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flag = item.be_sold(buyer, owner)
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if not flag:
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self.message = _("The buyer does 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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menu.position = min(menu.position, len(menu.values) - 1)
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def handle_key_pressed_chest(self, key: KeyValues) -> None:
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"""
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In a chest menu, we can take or put items or close the menu.
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"""
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menu = self.chest_menu if self.is_in_chest_menu else self.inventory_menu
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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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menu.go_up()
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elif key == KeyValues.DOWN:
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menu.go_down()
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elif key == KeyValues.LEFT:
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self.is_in_chest_menu = False
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self.display_actions(DisplayActions.UPDATE)
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elif key == KeyValues.RIGHT:
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self.is_in_chest_menu = True
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self.display_actions(DisplayActions.UPDATE)
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if menu.values and not self.player.dead:
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if key == KeyValues.ENTER:
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item = menu.validate()
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owner = self.chest_menu.chest if self.is_in_chest_menu \
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else self.player
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buyer = self.player if self.is_in_chest_menu \
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else self.chest_menu.chest
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item.be_sold(buyer, owner, for_free=True)
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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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menu.position = min(menu.position, len(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 different 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 dict(map_index=self.map_index,
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maps=[m.save_state() for m in self.maps])
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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_index = d["map_index"]
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self.maps = [Map().load_state(map_dict) for map_dict in d["maps"]]
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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.map.compute_visibility(self.player.y, self.player.x,
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self.player.vision)
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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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