"""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.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 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) @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] # TODO: eigentlich wäre andersrum rendern schöner # also nicht alle objekte zu rendern und dabei rauszufinden ob sie auf dem screen sind, # sondern über alle screen zellen laufen, über prüfen ob es im fov ist und dann gucken ob es dort ein objekt # gibt und es entsprechend rendern def draw(e_pos, e_graph): screen_pos = e_pos - camera_pos map_pos = world_pos_to_map_pos(e_pos) if (-w <= screen_pos.x < w\ and -h <= screen_pos.y < h): if map.fov[map_pos.y, map_pos.x]: graphic = e_graph else: graphic = Graphic(0x2591, (50, 50, 50)) if graphic.ch != 0: console.rgb[["ch", "fg"]][screen_pos.y + h, screen_pos.x + w] = graphic.ch, graphic.fg # Draw walls doors = [ d.components[Position] for d in g.world.Q.all_of(tags=[IsDoor]) ] for (y, row) in enumerate(map.walkable): for (x, val) in enumerate(row): pos = map_pos_to_world_pos(Position(x,y)) graphic = Graphic(0 if val else WALL_CHAR if (map.walkable[y+1,x] and Position(x ,y+1) in doors) else VERTICAL_WALL_CHAR) draw(pos, graphic) # draw all entities that are not actors for entity in g.world.Q.all_of(components=[Position, Graphic]).none_of(tags=[IsActor]): draw(entity.components[Position], entity.components[Graphic]) # draw all actors for actor in g.world.Q.all_of(components=[Position, Graphic], tags=[IsActor]).none_of(tags=[IsPlayer]): draw(actor.components[Position], entity.components[Graphic]) # draw the player for player in g.world.Q.all_of(tags=[IsPlayer]): draw(player.components[Position], player.components[Graphic]) 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))