squirrel-battle/squirrelbattle/game.py

292 lines
11 KiB
Python

# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
# SPDX-License-Identifier: GPL-3.0-or-later
from json import JSONDecodeError
from random import randint
from typing import Any, Optional
import curses
import json
import os
import sys
from .entities.player import Player
from .enums import GameMode, KeyValues, DisplayActions
from .interfaces import Map, Logs
from .resources import ResourceManager
from .settings import Settings
from . import menus
from .translations import gettext as _, Translator
class Game:
"""
The game object controls all actions in the game.
"""
map: Map
player: Player
screen: Any
# display_actions is a display interface set by the bootstrapper
display_actions: callable
def __init__(self) -> None:
"""
Initiates the game.
"""
self.state = GameMode.MAINMENU
self.waiting_for_friendly_key = False
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
Translator.setlocale(self.settings.LOCALE)
self.main_menu = menus.MainMenu()
self.settings_menu = menus.SettingsMenu()
self.settings_menu.update_values(self.settings)
self.inventory_menu = menus.InventoryMenu()
self.store_menu = menus.StoreMenu()
self.logs = Logs()
self.message = None
def new_game(self) -> None:
"""
Creates a new game on the screen.
"""
# TODO generate a new map procedurally
self.map = Map.load(ResourceManager.get_asset_path("example_map.txt"))
self.map.logs = self.logs
self.logs.clear()
self.player = Player()
self.map.add_entity(self.player)
self.player.move(self.map.start_y, self.map.start_x)
self.map.spawn_random_entities(randint(3, 10))
self.inventory_menu.update_player(self.player)
def run(self, screen: Any) -> None:
"""
Main infinite loop.
We wait for the player's action, then we do what should be done
when a key gets pressed.
"""
while True: # pragma no cover
screen.erase()
screen.refresh()
self.display_actions(DisplayActions.REFRESH)
key = screen.getkey()
if key == "KEY_MOUSE":
_ignored1, x, y, _ignored2, _ignored3 = curses.getmouse()
self.display_actions(DisplayActions.MOUSE, y, x)
else:
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
-> None:
"""
Indicates what should be done when a given key is pressed,
according to the current game state.
"""
if self.message:
self.message = None
self.display_actions(DisplayActions.REFRESH)
return
if self.state == GameMode.PLAY:
if self.waiting_for_friendly_key:
# The player requested to talk with a friendly entity
self.handle_friendly_entity_chat(key)
else:
self.handle_key_pressed_play(key)
elif self.state == GameMode.INVENTORY:
self.handle_key_pressed_inventory(key)
elif self.state == GameMode.MAINMENU:
self.handle_key_pressed_main_menu(key)
elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
elif self.state == GameMode.STORE:
self.handle_key_pressed_store(key)
elif self.state == GameMode.CREDITS:
self.state = GameMode.MAINMENU
self.display_actions(DisplayActions.REFRESH)
def handle_key_pressed_play(self, key: KeyValues) -> None:
"""
In play mode, arrows or zqsd move the main character.
"""
if key == KeyValues.UP:
if self.player.move_up():
self.map.tick(self.player)
elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick(self.player)
elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick(self.player)
elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick(self.player)
elif key == KeyValues.INVENTORY:
self.state = GameMode.INVENTORY
elif key == KeyValues.SPACE:
self.state = GameMode.MAINMENU
elif key == KeyValues.CHAT:
# Wait for the direction of the friendly entity
self.waiting_for_friendly_key = True
elif key == KeyValues.WAIT:
self.map.tick(self.player)
def handle_friendly_entity_chat(self, key: KeyValues) -> None:
"""
If the player tries to talk to a friendly entity, the game waits for
a directional key to be pressed, verifies there is a friendly entity
in that direction and then lets the player interact with it.
"""
if not self.waiting_for_friendly_key:
return
self.waiting_for_friendly_key = False
if key == KeyValues.UP:
xp = self.player.x
yp = self.player.y - 1
elif key == KeyValues.DOWN:
xp = self.player.x
yp = self.player.y + 1
elif key == KeyValues.LEFT:
xp = self.player.x - 1
yp = self.player.y
elif key == KeyValues.RIGHT:
xp = self.player.x + 1
yp = self.player.y
else:
return
if self.map.entity_is_present(yp, xp):
for entity in self.map.entities:
if entity.is_friendly() and entity.x == xp and \
entity.y == yp:
msg = entity.talk_to(self.player)
self.logs.add_message(msg)
if entity.is_merchant():
self.state = GameMode.STORE
self.store_menu.update_merchant(entity)
def handle_key_pressed_inventory(self, key: KeyValues) -> None:
"""
In the inventory menu, we can interact with items or close the menu.
"""
if key == KeyValues.SPACE or key == KeyValues.INVENTORY:
self.state = GameMode.PLAY
elif key == KeyValues.UP:
self.inventory_menu.go_up()
elif key == KeyValues.DOWN:
self.inventory_menu.go_down()
if self.inventory_menu.values and not self.player.dead:
if key == KeyValues.USE:
self.inventory_menu.validate().use()
elif key == KeyValues.EQUIP:
self.inventory_menu.validate().equip()
elif key == KeyValues.DROP:
self.inventory_menu.validate().drop()
# Ensure that the cursor has a good position
self.inventory_menu.position = min(self.inventory_menu.position,
len(self.inventory_menu.values)
- 1)
def handle_key_pressed_store(self, key: KeyValues) -> None:
"""
In a store menu, we can buy items or close the menu.
"""
if key == KeyValues.SPACE:
self.state = GameMode.PLAY
elif key == KeyValues.UP:
self.store_menu.go_up()
elif key == KeyValues.DOWN:
self.store_menu.go_down()
if self.store_menu.values and not self.player.dead:
if key == KeyValues.ENTER:
item = self.store_menu.validate()
flag = item.be_sold(self.player, self.store_menu.merchant)
if not flag:
self.message = _("You do not have enough money")
self.display_actions(DisplayActions.UPDATE)
# Ensure that the cursor has a good position
self.store_menu.position = min(self.store_menu.position,
len(self.store_menu.values) - 1)
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
"""
In the main menu, we can navigate through different options.
"""
if key == KeyValues.DOWN:
self.main_menu.go_down()
if key == KeyValues.UP:
self.main_menu.go_up()
if key == KeyValues.ENTER:
option = self.main_menu.validate()
if option == menus.MainMenuValues.START:
self.new_game()
self.display_actions(DisplayActions.UPDATE)
self.state = GameMode.PLAY
if option == menus.MainMenuValues.RESUME:
self.state = GameMode.PLAY
elif option == menus.MainMenuValues.SAVE:
self.save_game()
elif option == menus.MainMenuValues.LOAD:
self.load_game()
elif option == menus.MainMenuValues.SETTINGS:
self.state = GameMode.SETTINGS
elif option == menus.MainMenuValues.EXIT:
sys.exit(0)
def save_state(self) -> dict:
"""
Saves the game to a dictionary.
"""
return self.map.save_state()
def load_state(self, d: dict) -> None:
"""
Loads the game from a dictionary.
"""
try:
self.map.load_state(d)
except KeyError:
self.message = _("Some keys are missing in your save file.\n"
"Your save seems to be corrupt. It got deleted.")
os.unlink(ResourceManager.get_config_path("save.json"))
self.display_actions(DisplayActions.UPDATE)
return
players = self.map.find_entities(Player)
if not players:
self.message = _("No player was found on this map!\n"
"Maybe you died?")
self.player.health = 0
self.display_actions(DisplayActions.UPDATE)
return
self.player = players[0]
self.display_actions(DisplayActions.UPDATE)
def load_game(self) -> None:
"""
Loads the game from a file.
"""
file_path = ResourceManager.get_config_path("save.json")
if os.path.isfile(file_path):
with open(file_path, "r") as f:
try:
state = json.loads(f.read())
self.load_state(state)
except JSONDecodeError:
self.message = _("The JSON file is not correct.\n"
"Your save seems corrupted. "
"It got deleted.")
os.unlink(file_path)
self.display_actions(DisplayActions.UPDATE)
def save_game(self) -> None:
"""
Saves the game to a file.
"""
with open(ResourceManager.get_config_path("save.json"), "w") as f:
f.write(json.dumps(self.save_state()))