"""All states the are used in-game""" from __future__ import annotations from random import Random import attrs import tcod.console import tcod.constants import tcod.ecs import tcod.event from tcod.event import KeySym from tcod.map import Map import g from game.components import Action, Gold, Graphic, Position from game.constants import DIRECTION_KEYS, ACTION_KEYS, FLOOR_CHAR from game.screens import Push, Screen, ScreenResult from game.tags import IsDoor, IsItem, IsPlayer, IsActor from game.constants import WALL_CHAR, VERTICAL_WALL_CHAR from game.screens import menu_screens from game.world_tools import world_pos_to_map_pos, map_pos_to_world_pos def _recalc_fov(pos): cam_map = world_pos_to_map_pos(pos) g.world[None].components[Map].compute_fov(cam_map.x, cam_map.y, 100) def _handle_movement(player, map, dir): pos = player.components[Position] new_pos = pos + dir map_pos = world_pos_to_map_pos(new_pos) if a := g.world.Q.all_of(components=[Action], tags=[new_pos]): for aa in a: aa.components[Action](aa) map_pos = world_pos_to_map_pos(pos) map.compute_fov(map_pos.x, map_pos.y, 100) return None if not map.walkable[map_pos.y, map_pos.x]: return None player.components[Position] = new_pos _recalc_fov(new_pos) # Auto pickup gold for gold in g.world.Q.all_of(components=[Gold], tags=[player.components[Position], IsItem]): player.components[Gold] += gold.components[Gold] text = f"Picked up {gold.components[Gold]}g, total: {player.components[Gold]}g" g.world[None].components[("Text", str)] = text gold.clear() def _handle_action(player): for entity in g.world.Q.all_of(components=[Action, Position]): player_pos = player.components[Position] if (player_pos - entity.components[Position]).length() < 2: entity.components[Action](entity) _recalc_fov(player_pos) def _draw_entity(entity: tcod.ecs.Entity, camera_pos, camera_radius_x, camera_radius_y): pos = entity.components[Position] screen_pos = pos - camera_pos if not (-camera_radius_x <= screen_pos.x < camera_radius_x\ and -camera_radius_y <= screen_pos.y < camera_radius_y): return map_pos = world_pos_to_map_pos(pos) if g.world[None].components[Map].fov[map_pos.y, map_pos.x]: graphic = entity.components[Graphic] g.console.rgb[["ch", "fg"]][screen_pos.y + camera_radius_y, screen_pos.x + camera_radius_x] = graphic.ch, graphic.fg @attrs.define() class MainScreen(Screen): """Primary in-game state.""" def on_event(self, event: tcod.event.Event) -> ScreenResult: """Handle events for the in-game state.""" (player,) = g.world.Q.all_of(tags=[IsPlayer]) map: Map = g.world[None].components[Map] match event: case tcod.event.KeyDown(sym=sym) if sym in ACTION_KEYS: _handle_action(player) case tcod.event.Quit(): raise SystemExit() case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS: dir = DIRECTION_KEYS[sym] return _handle_movement(player, map, dir) case tcod.event.KeyDown(sym=KeySym.ESCAPE): return Push(menu_screens.MainMenu()) case _: return None def on_draw(self, console: tcod.console.Console) -> None: """Draw the standard screen.""" centers = [a.components[Position] for a in g.world.Q.all_of(tags=[IsPlayer])] camera_pos = sum(centers, start=Position(0,0)) camera_pos = camera_pos.mod(len(centers)) h = console.height//2 w = console.width//2 map: Map = g.world[None].components[Map] # Draw walls and floors doors = [ d.components[Position] for d in g.world.Q.all_of(tags=[IsDoor]) ] for i in range(console.width): for j in range(console.height): world_pos = Position(i-w,j-h)+camera_pos map_pos = world_pos_to_map_pos(world_pos) in_map = 0 <= map_pos.x < map.width and 0 <= map_pos.y < map.height in_fov = in_map and map.fov[map_pos.y,map_pos.x] if not in_fov: console.rgb[["ch","fg"]][j, i] = 0x2591, (50,50,50) continue walkable = (not in_map) or map.walkable[map_pos.y, map_pos.x] if walkable: console.rgb[["ch","fg"]][j, i] = FLOOR_CHAR, (70,70,70) continue ch = VERTICAL_WALL_CHAR if map.walkable[map_pos.y+1, map_pos.x] and world_pos+Position(0,1) not in doors: ch = WALL_CHAR console.rgb[["ch","fg"]][j, i] = ch, (255,255,255) # draw all entities that are not actors for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]): _draw_entity(entity, camera_pos, w, h) # draw all actors for actor in g.world.Q.all_of(components=[Position, Graphic], tags=[IsActor]).none_of(tags=[IsPlayer]): _draw_entity(actor, camera_pos, w, h) # draw the player for player in g.world.Q.all_of(tags=[IsPlayer]): _draw_entity(player, camera_pos, w, h) if text := g.world[None].components.get(("Text", str)): console.print(x=0, y=console.height - 1, string=text, fg=(255, 255, 255), bg=(0, 0, 0))