Files
Archipelago/worlds/apquest/game/game.py

204 lines
7.3 KiB
Python

from math import ceil
from random import Random
from .entities import InteractableMixin
from .events import ConfettiFired, Event, MathProblemSolved, MathProblemStarted
from .gameboard import Gameboard, create_gameboard
from .generate_math_problem import MathProblem, generate_math_problem
from .graphics import Graphic
from .inputs import DIGIT_INPUTS_TO_DIGITS, Direction, Input
from .items import ITEM_TO_GRAPHIC, Item, RemotelyReceivedItem
from .locations import Location
from .player import Player
class Game:
player: Player
gameboard: Gameboard
random: Random
queued_events: list[Event]
active_math_problem: MathProblem | None
active_math_problem_input: list[int] | None
remotely_received_items: set[tuple[int, int, int]]
def __init__(
self, hard_mode: bool, hammer_exists: bool, extra_chest: bool, random_object: Random | None = None
) -> None:
self.queued_events = []
self.gameboard = create_gameboard(hard_mode, hammer_exists, extra_chest)
self.player = Player(self.gameboard, self.queued_events.append)
self.active_math_problem = None
self.remotely_received_items = set()
if random_object is None:
self.random = Random()
else:
self.random = random_object
def render(self) -> tuple[tuple[Graphic, ...], ...]:
if self.active_math_problem is None and self.player.inventory[Item.MATH_TRAP]:
self.active_math_problem = generate_math_problem(self.random)
self.active_math_problem_input = []
self.player.remove_item(Item.MATH_TRAP)
self.queued_events.append(MathProblemStarted())
return self.gameboard.render_math_problem(
self.active_math_problem,
self.active_math_problem_input,
self.currently_typed_in_math_result,
)
if self.active_math_problem is not None and self.active_math_problem_input is not None:
return self.gameboard.render_math_problem(
self.active_math_problem, self.active_math_problem_input, self.currently_typed_in_math_result
)
return self.gameboard.render(self.player)
def render_health_and_inventory(self, vertical: bool = False) -> tuple[Graphic, ...]:
size = self.gameboard.size[1] if vertical else self.gameboard.size[0]
graphics_array = [Graphic.EMPTY] * size
item_back_index = size - 1
for item, amount in sorted(self.player.inventory.items(), key=lambda sort_item: sort_item[0].value):
for _ in range(amount):
if item_back_index == 3:
break
if item == Item.HEALTH_UPGRADE:
continue
if item == Item.MATH_TRAP:
continue
graphics_array[item_back_index] = ITEM_TO_GRAPHIC[item]
item_back_index -= 1
else:
continue
break
remaining_health = self.player.current_health
for i in range(min(item_back_index, ceil(self.player.max_health / 2))):
new_remaining_health = max(0, remaining_health - 2)
change = remaining_health - new_remaining_health
remaining_health = new_remaining_health
if change == 2:
graphics_array[i] = Graphic.HEART
elif change == 1:
graphics_array[i] = Graphic.HALF_HEART
elif change == 0:
graphics_array[i] = Graphic.EMPTY_HEART
return tuple(graphics_array)
def attempt_player_movement(self, direction: Direction) -> None:
self.player.facing = direction
delta_x, delta_y = direction.value
new_x, new_y = self.player.current_x + delta_x, self.player.current_y + delta_y
if not self.gameboard.get_entity_at(new_x, new_y).solid:
self.player.current_x = new_x
self.player.current_y = new_y
def attempt_interact(self) -> None:
delta_x, delta_y = self.player.facing.value
entity_x, entity_y = self.player.current_x + delta_x, self.player.current_y + delta_y
entity = self.gameboard.get_entity_at(entity_x, entity_y)
if isinstance(entity, InteractableMixin):
entity.interact(self.player)
def attempt_fire_confetti_cannon(self) -> None:
if self.player.has_item(Item.CONFETTI_CANNON):
self.player.remove_item(Item.CONFETTI_CANNON)
self.queued_events.append(ConfettiFired(self.player.current_x, self.player.current_y))
def math_problem_success(self) -> None:
self.active_math_problem = None
self.active_math_problem_input = None
self.queued_events.append(MathProblemSolved())
@property
def currently_typed_in_math_result(self) -> int | None:
if not self.active_math_problem_input:
return None
number = self.active_math_problem_input[-1]
if len(self.active_math_problem_input) == 2:
number += self.active_math_problem_input[0] * 10
return number
def check_math_problem_result(self) -> None:
if self.active_math_problem is None:
return
if self.currently_typed_in_math_result == self.active_math_problem.result:
self.math_problem_success()
def math_problem_input(self, input: int) -> None:
if self.active_math_problem_input is None or len(self.active_math_problem_input) >= 2:
return
self.active_math_problem_input.append(input)
self.check_math_problem_result()
def math_problem_delete(self) -> None:
if self.active_math_problem_input is None or len(self.active_math_problem_input) == 0:
return
self.active_math_problem_input.pop()
self.check_math_problem_result()
def input(self, input_key: Input) -> None:
if not self.gameboard.ready:
return
if input_key in DIGIT_INPUTS_TO_DIGITS:
self.math_problem_input(DIGIT_INPUTS_TO_DIGITS[input_key])
return
if input_key == Input.BACKSPACE:
self.math_problem_delete()
return
if input_key == Input.LEFT:
self.attempt_player_movement(Direction.LEFT)
return
if input_key == Input.UP:
self.attempt_player_movement(Direction.UP)
return
if input_key == Input.RIGHT:
self.attempt_player_movement(Direction.RIGHT)
return
if input_key == Input.DOWN:
self.attempt_player_movement(Direction.DOWN)
return
if input_key == Input.ACTION:
self.attempt_interact()
return
if input_key == Input.CONFETTI:
self.attempt_fire_confetti_cannon()
return
raise ValueError(f"Don't know input {input_key}")
def receive_item(self, remote_item_id: int, remote_location_id: int, remote_location_player: int) -> None:
remotely_received_item = RemotelyReceivedItem(remote_item_id, remote_location_id, remote_location_player)
if remotely_received_item in self.remotely_received_items:
return
self.player.receive_item(Item(remote_item_id))
def force_clear_location(self, location_id: int) -> None:
location = Location(location_id)
self.gameboard.force_clear_location(location)