108 lines
5 KiB
Python
108 lines
5 KiB
Python
"""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 Action, Gold, Graphic, Position
|
|
from game.constants import DIRECTION_KEYS, ACTION_KEYS
|
|
from game.screens import Push, Screen, ScreenResult
|
|
from game.tags import IsItem, IsPlayer, 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 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)
|
|
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:
|
|
pos = player.components[Position]
|
|
new_pos = pos + DIRECTION_KEYS[sym]
|
|
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
|
|
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))
|