"""All states the are used in-game""" from __future__ import annotations 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 Gold, Graphic, Position from game.constants import DIRECTION_KEYS, ACTION_KEYS from game.screens import Push, Screen, ScreenResult from game.tags import IsItem, IsPlayer, IsDoor, IsActor from game.constants import WALL_CHAR from game.screens import menu_screens from game.world_tools import world_pos_to_map_pos, map_pos_to_world_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: for door in g.world.Q.all_of(tags=[IsDoor]): player_pos = player.components[Position] if (player_pos - door.components[Position]).length() < 2: ACTION_KEYS[sym](door) cam_map = world_pos_to_map_pos(player_pos) map.compute_fov(cam_map.x, cam_map.y, 100) case tcod.event.Quit(): raise SystemExit() case tcod.event.KeyDown(sym=sym) if sym in DIRECTION_KEYS: new_pos = player.components[Position] + DIRECTION_KEYS[sym] map_pos = world_pos_to_map_pos(new_pos) if not map.walkable[map_pos.y, map_pos.x]: return None player.components[Position] = new_pos cam_map = world_pos_to_map_pos(new_pos) map.compute_fov(cam_map.x, cam_map.y, 100) # 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() return None 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 for (y, row) in enumerate(map.walkable): for (x, val) in enumerate(row): pos = map_pos_to_world_pos(Position(x,y)) draw(pos, Graphic(0) if val else Graphic(WALL_CHAR)) # 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))