Asci/asci.py

389 lines
14 KiB
Python

# Asci (1.7.1)
class Asci:
def __init__(self, maps, events_mapping, keys_mapping, behaviors=None, screen_width=21, screen_height=6):
# Load maps
self.maps = [Map(*i) for i in maps]
# Custom functions
self._legend = list(events_mapping.keys())
self._game_events_mapping = [events_mapping[i] for i in self._legend]
self._game_keys_mapping = {key: keys_mapping[key] for key in keys_mapping if not key in (1, 2, 3, 5)}
# Custom entities behavior
self._behaviors = {"stand by": stand_by, "follow": follow, "walk": walk}
if behaviors:
for i in behaviors: self._behaviors[i] = behaviors[i]
# Screen initialisation
self.screen = Screen(screen_width, screen_height)
self.current_map = None
self.visible_entities = []
def _looked_case(self, direction):
if direction == 1: # Left
return self.data[2] - 1, self.data[3]
elif direction == 3: # Right
return self.data[2] + 1, self.data[3]
elif direction == 5: # Up
return self.data[2], self.data[3] - 1
elif direction == 2: # Down
return self.data[2], self.data[3] + 1
return self.data[2], self.data[3]
def _cell_test(self, direction):
if direction == 1:
if self.data[2] - 1 < 0: return -1
else: cell = self.screen.get_cell(self.data[2] - 1, self.data[3])
if direction == 3:
if self.data[2] + 1 >= self.map_width: return -1
else: cell = self.screen.get_cell(self.data[2] + 1, self.data[3])
if direction == 5:
if self.data[3] - 1 < 0: return -1
else: cell = self.screen.get_cell(self.data[2], self.data[3] - 1)
if direction == 2:
if self.data[3] + 1 >= self.map_height: return -1
else: cell = self.screen.get_cell(self.data[2], self.data[3] + 1)
cell_patterns = self._legend
for pattern_index in range(len(cell_patterns)):
if cell in cell_patterns[pattern_index]: return pattern_index
return -1
def _keyboard(self, key, interaction=True):
# Interaction while moving
if key in (1, 3, 5, 2):
cell_test = self._cell_test(key)
# Move
if cell_test == len(self._legend) - 1:
if key == 1: self.data[2] -= 1
if key == 3: self.data[2] += 1
if key == 5: self.data[3] -= 1
if key == 2: self.data[3] += 1
# Change map
elif interaction and cell_test == len(self._legend) - 2:
new_map, self.data[2], self.data[3] = self._get_map(key)
self._change_map(new_map)
# Interaction
elif interaction and cell_test >= 0: self._interaction(key, cell_test)
# Custom functions
elif key in self._game_keys_mapping:
self.screen.clear()
self._game_keys_mapping[key](self.data, self.stat)
def _get_map(self, direction):
current_coords = self._looked_case(direction)
for coords in self.current_map.coords:
if coords[:2] == current_coords:
return coords[2], coords[3], coords[4]
return self.data[1], self.data[2], self.data[3]
def _change_map(self, new_map):
# Update entities
if self.current_map:
for i in range(len(self.current_map.entities)):
entity = self.current_map.entities[i]
if entity.behavior == "follow":
self.maps[new_map].entities.append(entity)
self.maps[self.data[1]].entities.pop(i)
# Update current map
self.data[1] = new_map
self.current_map = self.maps[self.data[1]]
# Update screen configuration
self.screen.set_world(self.current_map.map_data)
self.map_width, self.map_height = self.screen.get_map_size()
self._get_visible_entities()
def _interaction(self, direction, cell_content):
x, y = self._looked_case(direction)
data_copy = [self.data[0], self.data[1], x, y, self.data[4]]
# Get the event
entities = {entity.entity_id: entity for entity in self.current_map.entities}
event = self._game_events_mapping[cell_content](data_copy, self.stat, entities, self._get_entity_id(x, y))
if type(event) == tuple:
quest, event = event
else:
quest = "main"
# data modification
self.data[0] = data_copy[0]
if self.data[1] != data_copy[1]:
self._change_map(data_copy[1])
if data_copy[2] != x: self.data[2] = data_copy[2]
if data_copy[3] != y: self.data[3] = data_copy[3]
if not event: return
event = read_event(self.data, event, quest)
# XP and stat modification
self.data[0][quest] += event.xp
for index, value in event.stat:
self.stat[index] += value
# Display and get answer
if event.text:
answer_selected = convert(self.screen.display_text(event.text), True)
if event.answer and (0 < answer_selected <= event.answer):
self.data[0][quest] += answer_selected
self._interaction(direction, cell_content)
# Entities gestion
def _get_visible_entities(self):
self.visible_entities = {}
for entity in self.current_map.entities:
if (0 <= entity.pos_x - self.data[2] + 10 < self.screen.screen_width) and (0 <= entity.pos_y - self.data[3] + 3 < self.screen.screen_height):
self.visible_entities[entity.entity_id] = entity
def _get_entity_id(self, x, y):
for entity_id in self.visible_entities:
entity = self.visible_entities[entity_id]
if entity.pos_x == x and entity.pos_y == y:
return entity_id
def _run_entities_behaviors(self):
for entity in self.current_map.entities:
data_copy = get_data_copy(self.data)
self._behaviors[entity.behavior](entity, data_copy, self.stat, self.screen, self.walkable)
self._get_visible_entities()
# Mainloop
def mainloop(self, end_game, stat=None, data=None, routine=None, player="@", door="^", walkable=" ", exit_key=9, multi_move="."):
if exit_key in self._game_keys_mapping:
raise ValueError("'{}' is already assigned to a function.".format(exit_key))
# Load save ; data = [XP, map_id, x, y]
if not stat or type(stat) != list: self.stat = [100]
else: self.stat = stat
if not data: self.data = [{"main": 0}, 0, 0, 0, 0]
else: self.data = [data[0], data[1], data[2], data[3], 0]
# Configuration
self.walkable = walkable
self._legend.append(door)
self._legend.append(walkable)
self._change_map(data[1])
self.screen.load_data(self.data)
key = 0
while key != exit_key and self.stat[0] > 0 and self.data[0]["main"] < end_game:
# Update the map
self.screen.set_screen(self.data[2], self.data[3])
# Compute the player's and entities' positions
self.screen.set_cell(self.data[2], self.data[3], player)
self._run_entities_behaviors()
for entity in self.visible_entities.values():
self.screen.set_cell(entity.pos_x, entity.pos_y, entity.symbol)
# Display map and get the key
key = convert(self.screen.display())
if not key: key = self.data[4]
else: self.data[4] = key
if type(key) == str and key[0] == multi_move:
for i in list(key[1:]):
self._keyboard(convert(i), False)
self.data[4] = convert(key[-1])
else:
self._keyboard(key)
# Launching the game routine
if routine:
data_copy = get_data_copy(self.data)
routine(data_copy, self.stat)
if self.stat[0] <= 0: self.stat[0] = 100
return self.stat, self.data[:-1]
# Classes used by Asci
class Screen:
def __init__(self, screen_width=21, screen_height=6):
# Screen configuration
self.screen_width = screen_width
self.screen_height = screen_height
self._on_screen = [[" " for _ in range(screen_width)] for _ in range(screen_height)]
self._asci_data = []
def load_data(self, data):
self._asci_data = data
def get_map_size(self):
return self.map_width, self.map_height
def set_world(self, world):
self._world = [[char for char in line] for line in world.split("\n")[1:]]
self.map_width = max([len(line) for line in self._world])
self.map_height = len(self._world)
def set_screen(self, x, y):
x -= 10 ; y -= 3
for x_map in range(x, x + self.screen_width):
for y_map in range(y, y + self.screen_height):
self._on_screen[y_map - y][x_map - x] = " "
if 0 <= x_map < self.map_width and 0 <= y_map < self.map_height:
try: self._on_screen[y_map - y][x_map - x] = self._world[y_map][x_map]
except: pass
def display(self, return_input=True):
for line in self._on_screen:
print("".join(line))
if return_input: return input(">")
def clear(self):
print("\n" * self.screen_height)
def display_text(self, string):
paragraphs = [i for i in text_formater(string) if i]
nb_par = len(paragraphs)
for index in range(nb_par):
self.clear()
print(paragraphs[index])
if index + 1 == nb_par: return input(">")
else: input()
def set_cell(self, x, y, value):
x = x - (self._asci_data[2] - 10)
y = y - (self._asci_data[3] - 3)
self._on_screen[y][x] = value
def get_cell(self, x, y):
x = x - (self._asci_data[2] - 10)
y = y - (self._asci_data[3] - 3)
if 0 <= x < self.screen_width and 0 <= y <= self.screen_height:
return self._on_screen[y][x]
else: return " "
class Event:
def __init__(self, xp, text, answer=0, *stat):
self.xp = xp
self.text = text
self.answer = answer
self.stat = stat
class Map:
def __init__(self, map_data, entities, *coords):
self.map_data = map_data
if entities: self.entities = [Entity(*i) for i in entities]
else: self.entities = []
self.coords = coords
class Entity:
def __init__(self, entity_id, symbol, x, y, behavior, *args):
self.entity_id = entity_id
self.symbol = symbol
self.pos_x = x
self.pos_y = y
self.behavior = behavior
self.args = list(args)
def change_behavior(self, new_behavior):
self.behavior = new_behavior
# Functions used by Asci
def convert(string, force_int=False):
try: return int(string)
except:
if force_int: return 0
else: return string
def text_formater(string, screen_width=21, screen_height=6):
def line_formater(string, screen_width):
if len(string) <= screen_width: return string
stop_index = screen_width
while stop_index > 0 and not string[stop_index].isspace(): stop_index -= 1
if not stop_index: stop_index = screen_width
return string[:stop_index].strip() + "\n" + line_formater(string[stop_index:].strip(), screen_width)
def paragraph_formater(lines, screen_height):
if len(lines) < screen_height: return "\n".join(lines)
return "\n".join(lines[:screen_height]) + "\n\n" + paragraph_formater(lines[screen_height:], screen_height)
lines = []
for line in string.split("\n"):
for formated_line in line_formater(line, screen_width).split("\n"):
lines.append(formated_line)
return paragraph_formater(lines, screen_height).split("\n\n")
def read_event(data, event, quest):
if not quest in data[0]:
data[0][quest] = 0
if type(event) == dict:
if data[0][quest] in event: event = event[data[0][quest]]
else: event = event["base"]
if type(event) != list:
raise TypeError("event is of type {} instead of list".format(type(event)))
return Event(*event)
def get_data_copy(data):
return [data[0], data[1], data[2], data[3], data[4]]
# Extra functions
def print_text(text, min_value=0, max_value=0, default_value=0):
paragraphs = [i for i in text_formater(text) if i]
nb = len(paragraphs)
for index in range(nb):
print("\n" * 7)
print(paragraphs[index])
if index + 1 == nb and (min_value or max_value or default_value) and min_value <= max_value:
result = input(">")
try: result = int(result)
except: result = default_value
if not (min_value <= result <= max_value): result = default_value
return result
else: input()
def stand_by(entity, data, stat, screen, walkable):
pass
def follow(entity, data, stat, screen, walkable):
if data[4] == 1 and screen.get_cell(data[2] + 1, data[3]) in walkable: entity.pos_x, entity.pos_y = data[2] + 1, data[3]
elif data[4] == 2 and screen.get_cell(data[2], data[3] - 1) in walkable: entity.pos_x, entity.pos_y = data[2], data[3] - 1
elif data[4] == 3 and screen.get_cell(data[2] - 1, data[3]) in walkable: entity.pos_x, entity.pos_y = data[2] - 1, data[3]
elif data[4] == 5 and screen.get_cell(data[2], data[3] + 1) in walkable: entity.pos_x, entity.pos_y = data[2], data[3] + 1
def walk(entity, data, stat, screen, walkable):
frame = (entity.args[0] + 1) % len(entity.args[1])
new_x, new_y = entity.args[1][frame]
print(new_x, new_y)
if screen.get_cell(new_x, new_y) in walkable:
entity.pos_x, entity.pos_y = new_x, new_y
entity.args[0] = frame