refactored state -> screen
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7 changed files with 130 additions and 129 deletions
99
game/screens/__init__.py
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99
game/screens/__init__.py
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"""Package for game state stuff."""
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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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import g
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class Screen(Protocol):
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"""An abstract game screen."""
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__slots__ = ()
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def on_event(self, event: tcod.event.Event) -> ScreenResult:
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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 screen is being drawn."""
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@attrs.define()
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class Push:
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"""Push a new screen on top of the stack."""
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screen: Screen
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@attrs.define()
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class Pop:
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"""Remove the current screen 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 screen."""
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screen: Screen
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ScreenResult: TypeAlias = "Push | Pop | Reset | None"
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"""Union of screen results."""
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def main_draw() -> None:
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"""Render and present the active screen."""
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if not g.screens:
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return
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g.console.clear()
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g.screens[-1].on_draw(g.console)
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g.context.present(g.console)
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def apply_state_result(result: ScreenResult) -> None:
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"""Apply a StateResult to `g.states`."""
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match result:
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case Push(screen=screen):
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g.screens.append(screen)
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case Pop():
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g.screens.pop()
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case Reset(screen=screen):
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while g.screens:
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apply_state_result(Pop())
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apply_state_result(Push(screen))
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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.screens:
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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.screens:
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apply_state_result(g.screens[-1].on_event(tile_event))
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def get_previous_screen(screen: Screen) -> Screen | 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.screens) if value is screen)
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return g.screens[current_index - 1] if current_index > 0 else None
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def draw_previous_screens(screen: Screen, 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_screen = get_previous_screen(screen)
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if prev_screen is None:
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return
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prev_screen.on_draw(console)
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if dim and screen is g.screens[-1]:
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console.rgb["fg"] //= 4
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console.rgb["bg"] //= 4
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@ -1,3 +1,5 @@
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"""All states the are used in-game"""
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from __future__ import annotations
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import attrs
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@ -7,20 +9,19 @@ import tcod.event
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from tcod.event import KeySym
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import g
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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, ACTION_KEYS
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from game.state import Push, State, StateResult
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from game.screens import Push, Screen, ScreenResult
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from game.tags import IsItem, IsPlayer, IsDoor, IsActor
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from game.constants import WALL_CHAR
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from game.states import menu_screens
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from game.screens import menu_screens
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@attrs.define()
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class MainScreen(State):
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class MainScreen(Screen):
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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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def on_event(self, event: tcod.event.Event) -> ScreenResult:
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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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@ -3,23 +3,23 @@
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from __future__ import annotations
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import g
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import game.states.menus
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import game.screens.menus
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import game.world_tools
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from game.state import Reset, StateResult
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from game.states.game_screens import MainScreen
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from game.screens import Reset, ScreenResult
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from game.screens.game_screens import MainScreen
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class MainMenu(game.states.menus.ListMenu):
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class MainMenu(game.screens.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.states.menus.SelectItem("New game", self.new_game),
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game.states.menus.SelectItem("Quit", self.quit),
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game.screens.menus.SelectItem("New game", self.new_game),
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game.screens.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.states.menus.SelectItem("Continue", self.continue_))
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items.insert(0, game.screens.menus.SelectItem("Continue", self.continue_))
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super().__init__(
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items=tuple(items),
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@ -29,17 +29,17 @@ class MainMenu(game.states.menus.ListMenu):
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)
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@staticmethod
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def continue_() -> StateResult:
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def continue_() -> ScreenResult:
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"""Return to the game."""
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return Reset(MainScreen())
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@staticmethod
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def new_game() -> StateResult:
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def new_game() -> ScreenResult:
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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(MainScreen())
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@staticmethod
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def quit() -> StateResult:
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def quit() -> ScreenResult:
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"""Close the program."""
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raise SystemExit()
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@ -11,7 +11,7 @@ import tcod.event
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from tcod.event import KeySym
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from game.constants import DIRECTION_KEYS
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from game.state import Pop, State, StateResult, draw_previous_states
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from game.screens import Pop, Screen, ScreenResult, draw_previous_screens
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class MenuItem(Protocol):
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@ -19,7 +19,7 @@ class MenuItem(Protocol):
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__slots__ = ()
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def on_event(self, event: tcod.event.Event) -> StateResult:
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def on_event(self, event: tcod.event.Event) -> ScreenResult:
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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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@ -31,9 +31,9 @@ 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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callback: Callable[[], ScreenResult]
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def on_event(self, event: tcod.event.Event) -> StateResult:
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def on_event(self, event: tcod.event.Event) -> ScreenResult:
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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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@ -49,7 +49,7 @@ class SelectItem(MenuItem):
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@attrs.define()
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class ListMenu(State):
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class ListMenu(Screen):
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"""Simple list menu state."""
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items: tuple[MenuItem, ...]
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@ -57,7 +57,7 @@ class ListMenu(State):
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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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def on_event(self, event: tcod.event.Event) -> ScreenResult:
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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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@ -83,18 +83,18 @@ class ListMenu(State):
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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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def activate_selected(self, event: tcod.event.Event) -> ScreenResult:
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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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def on_cancel(self) -> ScreenResult:
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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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draw_previous_states(self, console)
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draw_previous_screens(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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"""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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import g
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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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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_states(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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