first commit
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85be45e2b8
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1
game/__init__.py
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1
game/__init__.py
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"""Game namespace package."""
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45
game/components.py
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45
game/components.py
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"""Collection of common components."""
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from __future__ import annotations
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from typing import Final, Self
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import attrs
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import tcod.ecs.callbacks
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from tcod.ecs import Entity
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@attrs.define(frozen=True)
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class Position:
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"""An entities position."""
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x: int
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y: int
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def __add__(self, direction: tuple[int, int]) -> Self:
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"""Add a vector to this position."""
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x, y = direction
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return self.__class__(self.x + x, self.y + y)
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@tcod.ecs.callbacks.register_component_changed(component=Position)
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def on_position_changed(entity: Entity, old: Position | None, new: Position | None) -> None:
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"""Mirror position components as a tag."""
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if old == new:
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return
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if old is not None:
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entity.tags.discard(old)
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if new is not None:
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entity.tags.add(new)
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@attrs.define(frozen=True)
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class Graphic:
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"""An entities icon and color."""
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ch: int = ord("!")
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fg: tuple[int, int, int] = (255, 255, 255)
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Gold: Final = ("Gold", int)
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"""Amount of gold."""
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36
game/constants.py
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36
game/constants.py
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"""Global constants are stored here."""
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from typing import Final
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from tcod.event import KeySym
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DIRECTION_KEYS: Final = {
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# Arrow keys
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KeySym.LEFT: (-1, 0),
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KeySym.RIGHT: (1, 0),
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KeySym.UP: (0, -1),
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KeySym.DOWN: (0, 1),
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# Arrow key diagonals
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KeySym.HOME: (-1, -1),
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KeySym.END: (-1, 1),
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KeySym.PAGEUP: (1, -1),
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KeySym.PAGEDOWN: (1, 1),
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# Keypad
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KeySym.KP_4: (-1, 0),
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KeySym.KP_6: (1, 0),
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KeySym.KP_8: (0, -1),
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KeySym.KP_2: (0, 1),
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KeySym.KP_7: (-1, -1),
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KeySym.KP_1: (-1, 1),
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KeySym.KP_9: (1, -1),
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KeySym.KP_3: (1, 1),
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# VI keys
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KeySym.h: (-1, 0),
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KeySym.l: (1, 0),
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KeySym.k: (0, -1),
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KeySym.j: (0, 1),
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KeySym.y: (-1, -1),
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KeySym.b: (-1, 1),
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KeySym.u: (1, -1),
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KeySym.n: (1, 1),
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}
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101
game/menus.py
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101
game/menus.py
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"""Menu UI classes."""
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from __future__ import annotations
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from collections.abc import Callable
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from typing import Protocol
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import attrs
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import tcod.console
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import tcod.event
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from tcod.event import KeySym
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import game.state_tools
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from game.constants import DIRECTION_KEYS
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from game.state import Pop, State, StateResult
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class MenuItem(Protocol):
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"""Menu item protocol."""
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__slots__ = ()
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def on_event(self, event: tcod.event.Event) -> StateResult:
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"""Handle events passed to the menu item."""
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def on_draw(self, console: tcod.console.Console, x: int, y: int, highlight: bool) -> None:
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"""Draw is item at the given position."""
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@attrs.define()
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class SelectItem(MenuItem):
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"""Clickable menu item."""
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label: str
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callback: Callable[[], StateResult]
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def on_event(self, event: tcod.event.Event) -> StateResult:
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"""Handle events selecting this item."""
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match event:
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case tcod.event.KeyDown(sym=sym) if sym in {KeySym.RETURN, KeySym.RETURN2, KeySym.KP_ENTER}:
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return self.callback()
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case tcod.event.MouseButtonUp(button=tcod.event.MouseButton.LEFT):
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return self.callback()
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case _:
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return None
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def on_draw(self, console: tcod.console.Console, x: int, y: int, highlight: bool) -> None:
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"""Render this items label."""
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console.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
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@attrs.define()
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class ListMenu(State):
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"""Simple list menu state."""
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items: tuple[MenuItem, ...]
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selected: int | None = 0
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x: int = 0
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y: int = 0
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def on_event(self, event: tcod.event.Event) -> StateResult:
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"""Handle events for menus."""
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match event:
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case tcod.event.Quit():
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raise SystemExit()
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case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
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dx, dy = DIRECTION_KEYS[sym]
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if dx != 0 or dy == 0:
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return self.activate_selected(event)
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if self.selected is not None:
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self.selected += dy
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self.selected %= len(self.items)
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else:
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self.selected = 0 if dy == 1 else len(self.items) - 1
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return None
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case tcod.event.MouseMotion(position=(_, y)):
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y -= self.y
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self.selected = y if 0 <= y < len(self.items) else None
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return None
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case tcod.event.KeyDown(sym=KeySym.ESCAPE):
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return self.on_cancel()
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case tcod.event.MouseButtonUp(button=tcod.event.MouseButton.RIGHT):
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return self.on_cancel()
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case _:
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return self.activate_selected(event)
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def activate_selected(self, event: tcod.event.Event) -> StateResult:
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"""Call the selected menu items callback."""
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if self.selected is not None:
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return self.items[self.selected].on_event(event)
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return None
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def on_cancel(self) -> StateResult:
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"""Handle escape or right click being pressed on menus."""
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return Pop()
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def on_draw(self, console: tcod.console.Console) -> None:
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"""Render the menu."""
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game.state_tools.draw_previous_state(self, console)
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for i, item in enumerate(self.items):
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item.on_draw(console, x=self.x, y=self.y + i, highlight=i == self.selected)
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44
game/state.py
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44
game/state.py
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"""Base classes for states."""
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from __future__ import annotations
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from typing import Protocol, TypeAlias
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import attrs
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import tcod.console
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import tcod.event
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class State(Protocol):
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"""An abstract game state."""
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__slots__ = ()
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def on_event(self, event: tcod.event.Event) -> StateResult:
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"""Called on events."""
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def on_draw(self, console: tcod.console.Console) -> None:
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"""Called when the state is being drawn."""
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@attrs.define()
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class Push:
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"""Push a new state on top of the stack."""
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state: State
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@attrs.define()
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class Pop:
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"""Remove the current state from the stack."""
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@attrs.define()
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class Reset:
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"""Replace the entire stack with a new state."""
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state: State
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StateResult: TypeAlias = "Push | Pop | Reset | None"
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"""Union of state results."""
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61
game/state_tools.py
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61
game/state_tools.py
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"""State handling functions."""
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from __future__ import annotations
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import tcod.console
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import g
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from game.state import Pop, Push, Reset, State, StateResult
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def main_draw() -> None:
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"""Render and present the active state."""
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if not g.states:
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return
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g.console.clear()
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g.states[-1].on_draw(g.console)
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g.context.present(g.console)
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def apply_state_result(result: StateResult) -> None:
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"""Apply a StateResult to `g.states`."""
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match result:
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case Push(state=state):
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g.states.append(state)
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case Pop():
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g.states.pop()
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case Reset(state=state):
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while g.states:
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apply_state_result(Pop())
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apply_state_result(Push(state))
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case None:
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pass
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case _:
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raise TypeError(result)
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def main_loop() -> None:
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"""Run the active state forever."""
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while g.states:
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main_draw()
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for event in tcod.event.wait():
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tile_event = g.context.convert_event(event)
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if g.states:
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apply_state_result(g.states[-1].on_event(tile_event))
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def get_previous_state(state: State) -> State | None:
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"""Return the state before `state` in the stack if it exists."""
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current_index = next(index for index, value in enumerate(g.states) if value is state)
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return g.states[current_index - 1] if current_index > 0 else None
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def draw_previous_state(state: State, console: tcod.console.Console, dim: bool = True) -> None:
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"""Draw previous states, optionally dimming all but the active state."""
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prev_state = get_previous_state(state)
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if prev_state is None:
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return
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prev_state.on_draw(console)
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if dim and state is g.states[-1]:
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console.rgb["fg"] //= 4
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console.rgb["bg"] //= 4
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92
game/states.py
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92
game/states.py
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"""A collection of game states."""
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from __future__ import annotations
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import attrs
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import tcod.console
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import tcod.constants
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import tcod.event
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from tcod.event import KeySym
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import g
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import game.menus
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import game.world_tools
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from game.components import Gold, Graphic, Position
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from game.constants import DIRECTION_KEYS
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from game.state import Push, Reset, State, StateResult
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from game.tags import IsItem, IsPlayer
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@attrs.define()
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class InGame(State):
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"""Primary in-game state."""
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def on_event(self, event: tcod.event.Event) -> StateResult:
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"""Handle events for the in-game state."""
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(player,) = g.world.Q.all_of(tags=[IsPlayer])
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match event:
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case tcod.event.Quit():
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raise SystemExit()
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case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS:
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player.components[Position] += DIRECTION_KEYS[sym]
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# Auto pickup gold
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for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]):
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player.components[Gold] += gold.components[Gold]
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text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g"
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g.world[None].components[("Text", str)] = text
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gold.clear()
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return None
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case tcod.event.KeyDown(sym=KeySym.ESCAPE):
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return Push(MainMenu())
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case _:
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return None
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def on_draw(self, console: tcod.console.Console) -> None:
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"""Draw the standard screen."""
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for entity in g.world.Q.all_of(components=[Position, Graphic]):
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pos = entity.components[Position]
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if not (0 <= pos.x < console.width and 0 <= pos.y < console.height):
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continue
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graphic = entity.components[Graphic]
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console.rgb[["ch", "fg"]][pos.y, pos.x] = graphic.ch, graphic.fg
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if text := g.world[None].components.get(("Text", str)):
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console.print(x=0, y=console.height - 1, string=text, fg=(255, 255, 255), bg=(0, 0, 0))
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class MainMenu(game.menus.ListMenu):
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"""Main/escape menu."""
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__slots__ = ()
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def __init__(self) -> None:
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"""Initialize the main menu."""
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items = [
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game.menus.SelectItem("New game", self.new_game),
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game.menus.SelectItem("Quit", self.quit),
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]
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if hasattr(g, "world"):
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items.insert(0, game.menus.SelectItem("Continue", self.continue_))
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super().__init__(
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items=tuple(items),
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selected=0,
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x=5,
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y=5,
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)
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@staticmethod
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def continue_() -> StateResult:
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"""Return to the game."""
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return Reset(InGame())
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@staticmethod
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def new_game() -> StateResult:
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"""Begin a new game."""
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g.world = game.world_tools.new_world()
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return Reset(InGame())
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@staticmethod
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def quit() -> StateResult:
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"""Close the program."""
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raise SystemExit()
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14
game/tags.py
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14
game/tags.py
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"""Collection of common tags."""
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from __future__ import annotations
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from typing import Final
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IsPlayer: Final = "IsPlayer"
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"""Entity is the player."""
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IsActor: Final = "IsActor"
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"""Entity is an actor."""
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IsItem: Final = "IsItem"
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"""Entity is an item."""
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32
game/world_tools.py
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32
game/world_tools.py
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"""Functions for working with worlds."""
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from __future__ import annotations
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from random import Random
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from tcod.ecs import Registry
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from game.components import Gold, Graphic, Position
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from game.tags import IsActor, IsItem, IsPlayer
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def new_world() -> Registry:
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"""Return a freshly generated world."""
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world = Registry()
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rng = world[None].components[Random] = Random()
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player = world[object()]
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player.components[Position] = Position(5, 5)
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player.components[Graphic] = Graphic(ord("@"))
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player.components[Gold] = 0
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player.tags |= {IsPlayer, IsActor}
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for _ in range(10):
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gold = world[object()]
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gold.components[Position] = Position(rng.randint(0, 20), rng.randint(0, 20))
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gold.components[Graphic] = Graphic(ord("$"), fg=(255, 255, 0))
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gold.components[Gold] = rng.randint(1, 10)
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gold.tags |= {IsItem}
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return world
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