Merge branch 'dev'
This commit is contained in:
commit
782a17ca6c
148
asci.py
148
asci.py
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@ -1,4 +1,4 @@
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# Asci (1.7.1)
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# Asci (1.7.2)
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class Asci:
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def __init__(self, maps, events_mapping, keys_mapping, behaviors=None, screen_width=21, screen_height=6):
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@ -11,14 +11,13 @@ class Asci:
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self._game_keys_mapping = {key: keys_mapping[key] for key in keys_mapping if not key in (1, 2, 3, 5)}
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# Custom entities behavior
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self._behaviors = {"stand by": stand_by, "follow": follow, "walk": walk}
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self._behaviors = {"permanent": permanent, "stand by": stand_by, "follow": follow, "walk": walk}
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if behaviors:
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for i in behaviors: self._behaviors[i] = behaviors[i]
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# Screen initialisation
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self.screen = Screen(screen_width, screen_height)
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self.current_map = None
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self.visible_entities = []
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def _looked_case(self, direction):
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if direction == 1: # Left
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@ -65,12 +64,12 @@ class Asci:
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if key == 1: self.data[2] -= 1
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if key == 3: self.data[2] += 1
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if key == 5: self.data[3] -= 1
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if key == 2: self.data[3] += 1
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if key == 2: self.data[3] += 1
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# Change map
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elif interaction and cell_test == len(self._legend) - 2:
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new_map, self.data[2], self.data[3] = self._get_map(key)
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self._change_map(new_map)
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if self.data[1] != new_map: self._change_map(new_map)
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# Interaction
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elif interaction and cell_test >= 0: self._interaction(key, cell_test)
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@ -92,10 +91,11 @@ class Asci:
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def _change_map(self, new_map):
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# Update entities
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if self.current_map:
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for i in range(len(self.current_map.entities)):
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for i in self.current_map.entities.copy():
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entity = self.current_map.entities[i]
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if entity.behavior == "follow":
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self.maps[new_map].entities.append(entity)
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entity.pos_x = entity.pos_y = -1
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self.maps[new_map].entities[entity.entity_id] = entity
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self.maps[self.data[1]].entities.pop(i)
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# Update current map
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@ -105,15 +105,13 @@ class Asci:
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# Update screen configuration
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self.screen.set_world(self.current_map.map_data)
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self.map_width, self.map_height = self.screen.get_map_size()
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self._get_visible_entities()
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def _interaction(self, direction, cell_content):
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x, y = self._looked_case(direction)
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data_copy = [self.data[0], self.data[1], x, y, self.data[4]]
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# Get the event
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entities = {entity.entity_id: entity for entity in self.current_map.entities}
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event = self._game_events_mapping[cell_content](data_copy, self.stat, entities, self._get_entity_id(x, y))
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event = self._game_events_mapping[cell_content](data_copy, self.stat, self.current_map.entities, self._get_entity_id(x, y))
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if type(event) == tuple:
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quest, event = event
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else:
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@ -142,24 +140,10 @@ class Asci:
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self.data[0][quest] += answer_selected
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self._interaction(direction, cell_content)
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# Entities gestion
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def _get_visible_entities(self):
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self.visible_entities = {}
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for entity in self.current_map.entities:
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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):
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self.visible_entities[entity.entity_id] = entity
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def _get_entity_id(self, x, y):
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for entity_id in self.visible_entities:
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entity = self.visible_entities[entity_id]
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for entity in self.current_map.entities.values():
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if entity.pos_x == x and entity.pos_y == y:
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return entity_id
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def _run_entities_behaviors(self):
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for entity in self.current_map.entities:
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data_copy = get_data_copy(self.data)
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self._behaviors[entity.behavior](entity, data_copy, self.stat, self.screen, self.walkable)
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self._get_visible_entities()
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return entity.entity_id
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# Mainloop
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def mainloop(self, end_game, stat=None, data=None, routine=None, player="@", door="^", walkable=" ", exit_key=9, multi_move="."):
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@ -174,7 +158,6 @@ class Asci:
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else: self.data = [data[0], data[1], data[2], data[3], 0]
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# Configuration
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self.walkable = walkable
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self._legend.append(door)
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self._legend.append(walkable)
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self._change_map(data[1])
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@ -184,31 +167,37 @@ class Asci:
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while key != exit_key and self.stat[0] > 0 and self.data[0]["main"] < end_game:
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# Update the map
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self.screen.set_screen(self.data[2], self.data[3])
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self.screen.set_screen()
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# Compute the player's and entities' positions
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self.screen.set_cell(self.data[2], self.data[3], player)
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self._run_entities_behaviors()
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for entity in self.visible_entities.values():
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self.screen.set_cell(entity.pos_x, entity.pos_y, entity.symbol)
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# Display map and get the key
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key = convert(self.screen.display())
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data_copy = self.data[:]
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for entity in self.current_map.entities.values():
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self._behaviors[entity.behavior](entity, data_copy, self.stat, self.screen, walkable)
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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):
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self.screen.set_cell(entity.pos_x, entity.pos_y, entity.symbol)
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self.screen.set_cell(self.data[2], self.data[3], player)
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# Display map, get the key and update key buffer
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key = convert(self.screen.display())
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if not key: key = self.data[4]
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else: self.data[4] = key
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# Multi-move and key gestion
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if type(key) == str and key[0] == multi_move:
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for i in list(key[1:]):
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self._keyboard(convert(i), False)
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self.screen.set_screen(self.data[2], self.data[3])
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self.data[4] = convert(key[-1])
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key = key[1:]
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for k, r in get_multi_move(key):
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for _ in range(r):
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self._keyboard(k, False)
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self.screen.set_screen()
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self.data[4] = k
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else:
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self._keyboard(key)
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# Launching the game routine
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if routine:
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data_copy = get_data_copy(self.data)
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data_copy = self.data[:]
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routine(data_copy, self.stat)
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if self.stat[0] <= 0: self.stat[0] = 100
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@ -235,8 +224,8 @@ class Screen:
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self.map_width = max([len(line) for line in self._world])
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self.map_height = len(self._world)
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def set_screen(self, x, y):
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x -= 10 ; y -= 3
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def set_screen(self):
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x = self._asci_data[2] - 10 ; y = self._asci_data[3] - 3
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for x_map in range(x, x + self.screen_width):
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for y_map in range(y, y + self.screen_height):
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self._on_screen[y_map - y][x_map - x] = " "
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@ -244,6 +233,7 @@ class Screen:
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try: self._on_screen[y_map - y][x_map - x] = self._world[y_map][x_map]
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except: pass
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def display(self, return_input=True):
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for line in self._on_screen:
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print("".join(line))
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@ -265,12 +255,13 @@ class Screen:
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def set_cell(self, x, y, value):
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x = x - (self._asci_data[2] - 10)
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y = y - (self._asci_data[3] - 3)
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self._on_screen[y][x] = value
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if 0 <= x < self.screen_width and 0 <= y < self.screen_height:
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self._on_screen[y][x] = value
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def get_cell(self, x, y):
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x = x - (self._asci_data[2] - 10)
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y = y - (self._asci_data[3] - 3)
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if 0 <= x < self.screen_width and 0 <= y <= self.screen_height:
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if 0 <= x < self.screen_width and 0 <= y < self.screen_height:
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return self._on_screen[y][x]
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else: return " "
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@ -285,8 +276,8 @@ class Event:
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class Map:
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def __init__(self, map_data, entities, *coords):
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self.map_data = map_data
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if entities: self.entities = [Entity(*i) for i in entities]
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else: self.entities = []
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if entities: self.entities = {i[0]: Entity(*i) for i in entities}
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else: self.entities = {}
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self.coords = coords
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class Entity:
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self.args = list(args)
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def change_behavior(self, new_behavior):
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self.behavior = new_behavior
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if self.behavior != "permanent": self.behavior = new_behavior
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# Functions used by Asci
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@ -313,18 +304,24 @@ def convert(string, force_int=False):
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def text_formater(string, screen_width=21, screen_height=6):
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def line_formater(string, screen_width):
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if len(string) <= screen_width: return string
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string_result = ""
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while len(string) > screen_width:
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stop_index = screen_width
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while stop_index > 0 and not string[stop_index].isspace(): stop_index -= 1
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if not stop_index: stop_index = screen_width
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stop_index = screen_width
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while stop_index > 0 and not string[stop_index].isspace(): stop_index -= 1
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if not stop_index: stop_index = screen_width
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return string[:stop_index].strip() + "\n" + line_formater(string[stop_index:].strip(), screen_width)
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string_result += string[:stop_index].strip() + "\n"
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string = string[stop_index:].strip()
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return string_result + string
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def paragraph_formater(lines, screen_height):
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if len(lines) < screen_height: return "\n".join(lines)
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paragraphs = ""
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while len(lines) >= screen_height:
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paragraphs += "\n".join(lines[:screen_height]) + "\n\n"
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lines = lines[screen_height:]
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return "\n".join(lines[:screen_height]) + "\n\n" + paragraph_formater(lines[screen_height:], screen_height)
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return paragraphs + "\n".join(lines)
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lines = []
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for line in string.split("\n"):
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return Event(*event)
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def get_data_copy(data):
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return [data[0], data[1], data[2], data[3], data[4]]
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def get_multi_move(key):
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if "," in key:
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result = []
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for k in key.split(","):
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if "*" in k:
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k = k.split("*")
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result.append((convert(k[0]), convert(k[1])))
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else:
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result.append((convert(k), 1))
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return result
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elif "*" in key:
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key = key.split("*")
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return [(convert(key[0]), convert(key[1]))]
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else:
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return [(convert(k), 1) for k in key]
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# Extra functions
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@ -374,16 +388,24 @@ def print_text(text, min_value=0, max_value=0, default_value=0):
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def stand_by(entity, data, stat, screen, walkable):
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pass
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def permanent(entity, data, stat, screen, walkable):
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pass
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def follow(entity, data, stat, screen, walkable):
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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]
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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
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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]
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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
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if entity.pos_x == entity.pos_y == -1:
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entity.pos_x, entity.pos_y = data[2], data[3]
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elif data[4] in (1, 2, 3, 5):
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if entity.args: walkable += entity.args[0]
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cases = ((data[2] + 1, data[3]), (data[2], data[3] - 1), (data[2] - 1, data[3]), 0, (data[2], data[3] + 1))[data[4] - 1]
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if not (0 <= cases[0] < screen.map_width and 0 <= cases[1] < screen.map_height): entity.pos_x, entity.pos_y = data[2], data[3]
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elif screen.get_cell(cases[0], cases[1]) in walkable: entity.pos_x, entity.pos_y = cases
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def walk(entity, data, stat, screen, walkable):
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frame = (entity.args[0] + 1) % len(entity.args[1])
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new_x, new_y = entity.args[1][frame]
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print(new_x, new_y)
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if screen.get_cell(new_x, new_y) in walkable:
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entity.pos_x, entity.pos_y = new_x, new_y
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entity.args[0] = frame
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@ -3,8 +3,8 @@ from asci import *
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maison = (r"""
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_ ###
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/o\__ #####
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| <>\ ###
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|____| /_\
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|_ <>\ ###
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|^|__| /_\
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