module refactoring

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 10:40:57 +02:00
parent 72ec02dbae
commit 2560a4dcd9
6 changed files with 71 additions and 79 deletions

View file

@ -8,6 +8,8 @@ import attrs
import tcod.console
import tcod.event
import g
class State(Protocol):
"""An abstract game state."""
@ -42,3 +44,56 @@ class Reset:
StateResult: TypeAlias = "Push | Pop | Reset | None"
"""Union of state results."""
def main_draw() -> None:
"""Render and present the active state."""
if not g.states:
return
g.console.clear()
g.states[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: StateResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(state=state):
g.states.append(state)
case Pop():
g.states.pop()
case Reset(state=state):
while g.states:
apply_state_result(Pop())
apply_state_result(Push(state))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.states:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.states:
apply_state_result(g.states[-1].on_event(tile_event))
def get_previous_state(state: State) -> State | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.states) if value is state)
return g.states[current_index - 1] if current_index > 0 else None
def draw_previous_states(state: State, console: tcod.console.Console, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_state = get_previous_state(state)
if prev_state is None:
return
prev_state.on_draw(console)
if dim and state is g.states[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4

View file

@ -1,61 +0,0 @@
"""State handling functions."""
from __future__ import annotations
import tcod.console
import g
from game.state import Pop, Push, Reset, State, StateResult
def main_draw() -> None:
"""Render and present the active state."""
if not g.states:
return
g.console.clear()
g.states[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: StateResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(state=state):
g.states.append(state)
case Pop():
g.states.pop()
case Reset(state=state):
while g.states:
apply_state_result(Pop())
apply_state_result(Push(state))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.states:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.states:
apply_state_result(g.states[-1].on_event(tile_event))
def get_previous_state(state: State) -> State | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.states) if value is state)
return g.states[current_index - 1] if current_index > 0 else None
def draw_previous_state(state: State, console: tcod.console.Console, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_state = get_previous_state(state)
if prev_state is None:
return
prev_state.on_draw(console)
if dim and state is g.states[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4

View file

@ -13,11 +13,11 @@ from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.state import Push, State, StateResult
from game.tags import IsItem, IsPlayer, IsDoor, IsActor
from game.constants import WALL_CHAR
from game.states import MainMenu
from game.states import menu_screens
@attrs.define()
class InGame(State):
class MainScreen(State):
"""Primary in-game state."""
def on_event(self, event: tcod.event.Event) -> StateResult:
@ -43,7 +43,7 @@ class InGame(State):
gold.clear()
return None
case tcod.event.KeyDown(sym=KeySym.ESCAPE):
return Push(MainMenu())
return Push(menu_screens())
case _:
return None

View file

@ -3,23 +3,23 @@
from __future__ import annotations
import g
import game.menus
import game.states.menus
import game.world_tools
from game.state import Reset, StateResult
from game.states.InGame import InGame
from game.states.game_screens import MainScreen
class MainMenu(game.menus.ListMenu):
class MainMenu(game.states.menus.ListMenu):
"""Main/escape menu."""
__slots__ = ()
def __init__(self) -> None:
"""Initialize the main menu."""
items = [
game.menus.SelectItem("New game", self.new_game),
game.menus.SelectItem("Quit", self.quit),
game.states.menus.SelectItem("New game", self.new_game),
game.states.menus.SelectItem("Quit", self.quit),
]
if hasattr(g, "world"):
items.insert(0, game.menus.SelectItem("Continue", self.continue_))
items.insert(0, game.states.menus.SelectItem("Continue", self.continue_))
super().__init__(
items=tuple(items),
@ -31,13 +31,13 @@ class MainMenu(game.menus.ListMenu):
@staticmethod
def continue_() -> StateResult:
"""Return to the game."""
return Reset(InGame())
return Reset(MainScreen())
@staticmethod
def new_game() -> StateResult:
"""Begin a new game."""
g.world = game.world_tools.new_world()
return Reset(InGame())
return Reset(MainScreen())
@staticmethod
def quit() -> StateResult:

View file

@ -10,9 +10,8 @@ import tcod.console
import tcod.event
from tcod.event import KeySym
import game.state_tools
from game.constants import DIRECTION_KEYS
from game.state import Pop, State, StateResult
from game.state import Pop, State, StateResult, draw_previous_states
class MenuItem(Protocol):
@ -96,6 +95,6 @@ class ListMenu(State):
def on_draw(self, console: tcod.console.Console) -> None:
"""Render the menu."""
game.state_tools.draw_previous_state(self, console)
draw_previous_states(self, console)
for i, item in enumerate(self.items):
item.on_draw(console, x=self.x, y=self.y + i, highlight=i == self.selected)

View file

@ -8,10 +8,9 @@ import tcod.context
import tcod.tileset
import g
import game.state_tools
import game.states
from game.states.MainMenu import MainMenu
import game.state
from game.states.menu_screens import MainMenu
def main() -> None:
"""Entry point function."""
@ -23,7 +22,7 @@ def main() -> None:
g.states = [MainMenu()]
g.console = tcod.console.Console(80, 50)
with tcod.context.new(console=g.console, tileset=tileset) as g.context:
game.state_tools.main_loop()
game.state.main_loop()
if __name__ == "__main__":