# gameshell.py from shell import Shell from gamebase import GameBase import sys as _sys #import re import heapq #import gamemap import gameevents import textwrap as _tw from shutil import get_terminal_size as _gts #import random TERM_SIZE = _gts()[0] class GameShell(Shell): UP = 1 RIGHT = 2 DOWN = 4 LEFT = 8 WALLS = ('++', '++', ' +', '++', '++', '||', '++', '|+', '+ ', '++', '==', '++', '++', '+|', '++', '++') def __init__(self, gameBase): super(GameShell, self).__init__() self.outstream = _sys.stdout self.gameBase = gameBase self.colorMode = 0 self.gameTitle = 'Game Shell' # should be changed for actual games self.startLevel = 'testing/test1.yml' # should be changed for actual games self.openingText = '{}\nIn Development' self.ps2 = '?> ' self.__inGame = False # register functions self.registerCommand('load', self.gameBase.loadGame) # should always be available self.registerCommand('flippetywick', self.devMode) self.registerCommand('options', self.options) self.registerCommand('colorTest', self.colorTest) self.registerCommand('man', self.man) self.registerCommand('help', self.man) self.registerCommand('new', self.newGame) self.gameBase.registerIO('container', self.container) self.gameBase.registerIO('dialog', self.dialog) self.gameBase.registerIO('info', self.info) self.gameBase.registerIO('playercmd', self.playercmd) self.menuMode() # Helper functions def man(self, args): super(GameShell, self).man(args) #heapq.heappush(self.gameBase.eventQueue, (self.gameBase.gameTime, gameevents.NoOpEvent())) def options(self, args): i = 0 while i < len(args): if args[i] == 'color': i += 1 if args[i] in ('0', '3', '4', '8', '24'): self.colorMode = int(args[i]) i += 1 def __colorTestRoutine(self, lower, upper): colors = [] step = int((upper - lower) / 8) #print(step) for g in range(lower, upper, step): colors.append(self.color(upper-1, g, lower, False)) #print(len(colors)) colors.append(self.color(upper-1, upper-1, lower, False)) for r in range(upper-step, lower-1, -step): colors.append(self.color(r, upper-1, lower, False)) #print(len(colors)) for b in range(lower+step, upper, step): colors.append(self.color(lower, upper-1, b, False)) #print(len(colors)) colors.append(self.color(lower, upper-1, upper-1, False)) for g in range(upper-step, lower-1, -step): colors.append(self.color(lower, g, upper-1, False)) #print(len(colors)) for r in range(lower+step, upper, step): colors.append(self.color(r, lower, upper-1, False)) colors.append(self.color(upper-1, lower, upper-1, False)) #print(len(colors)) for b in range(upper-step, lower, -step): colors.append(self.color(upper-1, lower, b, False)) #print(len(colors)) colors.append('\x1b[0m') print(' '.join(colors)) def colorTest(self, args): for i in (3, 4, 8, 24): print(i) self.colorMode = i self.__colorTestRoutine(0, 128) # dark self.__colorTestRoutine(0, 256) # medium self.__colorTestRoutine(128, 256) # light def __getAdjFloors(self, level, x, y): """Get the floor colors of the 8 nearest tiles.""" adjFloors = [] for i in range(y-1, y+2): if i < 0 or i >= level.dimensions[1]: continue for j in range(x-1, x+2): if j < 0 or j >= level.dimensions[0]: continue if level.mapMatrix[i][j][0] == 'e': adjFloors.append(level.mapMatrix[i][j][1]) return adjFloors def __getUnderWallColor(self, level, x, y): adjFloors = self.__getAdjFloors(level, x, y) if len(adjFloors) > 0: counts = {} highestCount = 0 ret = -1 for i in adjFloors: if i in counts: counts[i] += 1 else: counts[i] = 1 if counts[i] > highestCount: ret = i highestCount = counts[i] elif counts[i] == highestCount and i < ret: ret = i return ret else: return -1 def showMap(self, args): """map [-l] See a map of the local area. "ls" is an alias of map. "l" and "legend" are aliases of -l. If -l is given, a map legend will be printed under the map.""" xAxis = ' ' + ''.join([self.gameBase.numberToLetter(i).ljust(2) for i in range(self.gameBase.level.dimensions[0])]) + '\n' rows = [] index = 0 exits = {} characters = {} doors = {} useables = {} items = {} level = self.gameBase.level textColor = level.wallColors[0] floorColor = level.floorColors[0] for y in range(level.dimensions[1]): rows.append(['{0}{1:2} {2}{3}'.format(self.clearColor(), y, self.color(textColor[1:]), self.color(floorColor[1:], fg = False))]) rows[-1].append(self.color(textColor[1:])) for x in range(level.dimensions[0]): pos = level.mapMatrix[y][x] thing = level.getThingAtPos(index) if x == self.gameBase.playerx and y == self.gameBase.playery: if '#0000FF' != textColor: textColor = '#0000FF' rows[-1].append(self.color(textColor[1:])) rows[-1].append('()') elif thing: if thing.graphic[1] != textColor: textColor = thing.graphic[1] rows[-1].append(self.color(textColor[1:])) if thing.thingType == 'x': # exit rows[-1].append('X{0}'.format(thing.exitid)) exits[thing.exitid] = (thing.name, thing.graphic[1]) elif thing.thingType == 'c': # useable characters[len(characters)+1] = (thing.name, thing.graphic[1]) rows[-1].append('C{0}'.format(len(characters))) elif thing.thingType == 'd': # door doors[len(doors)+1] = (thing.name, thing.graphic[1]) rows[-1].append('D{0}'.format(len(doors))) elif thing.thingType == 'u': # useable useables[len(useables)+1] = (thing.name, thing.graphic[1]) rows[-1].append('U{0}'.format(len(useables))) elif thing.thingType == 'i': # item items[len(items)+1] = (thing.name, thing.graphic[1]) rows[-1].append('I{0}'.format(len(items))) elif thing.thingType == 'a': # entrance rows[-1].append(' ') elif pos[0] == 'w': if level.wallColors[level.mapMatrix[y][x][1]] != textColor: textColor = level.wallColors[level.mapMatrix[y][x][1]] rows[-1].append(self.color(textColor[1:])) sides = 0 if y > 0 and level.mapMatrix[y-1][x][0] == 'w': sides += GameShell.UP if x < level.dimensions[0]-1 and level.mapMatrix[y][x+1][0] == 'w': sides += GameShell.RIGHT if y < level.dimensions[1]-1 and level.mapMatrix[y+1][x][0] == 'w': sides += GameShell.DOWN if x > 0 and level.mapMatrix[y][x-1][0] == 'w': sides += GameShell.LEFT underWallColor = self.__getUnderWallColor(level, x, y) if level.floorColors[underWallColor] != floorColor and underWallColor != -1: floorColor = level.floorColors[underWallColor] rows[-1].append(self.color(floorColor[1:], fg = False)) rows[-1].append(GameShell.WALLS[sides]) else: if level.floorColors[level.mapMatrix[y][x][1]] != floorColor: floorColor = level.floorColors[level.mapMatrix[y][x][1]] rows[-1].append(self.color(floorColor[1:], fg = False)) rows[-1].append(' ') index += 1 rows[-1] = ''.join(rows[-1]) print(xAxis) print('{0}\n'.format(self.clearColor(False)).join(rows) + self.clearColor()) self.setClearColor() if len(args) > 0: if args[0] == '-l' or args[0] == 'l' or args[0] == 'legend': legend = ["\n---Legend---\n", "{0}(){1} - {2}".format(self.color('0000FF'), self.clearColor(), self.gameBase.playerName), "Xn - Exit to another area"] for i in exits: legend.append(' {0}X{1}{2} - {3}'.format(self.color(exits[i][1][1:]), i, self.clearColor(), exits[i][0])) legend.append("Cn - Character") for i in characters: legend.append(' {0}U{1}{2} - {3}'.format(self.color(characters[i][1][1:]), i, self.clearColor(), characters[i][0])) legend.append("Un - Useable object") for i in useables: legend.append(' {0}U{1}{2} - {3}'.format(self.color(useables[i][1][1:]), i, self.clearColor(), useables[i][0])) legend.append("In - Item") for i in items: legend.append(' {0}I{1}{2} - {3}'.format(self.color(items[i][1][1:]), i, self.clearColor(), items[i][0])) legend.append("Dn - Door") for i in doors: legend.append(' {0}D{1}{2} - {3}'.format(self.color(doors[i][1][1:]), i, self.clearColor(), doors[i][0])) print('\n'.join(legend)) #heapq.heappush(self.gameBase.eventQueue, (self.gameBase.gameTime, gameevents.NoOpEvent())) return def status(self, args): ret = [] if self.gameBase.level != None: ret.append("Level:{0:.>74}".format(self.gameBase.level.name)) else: ret.append("Level:{0:.>74}".format("None")) ret.append("Gametime:{0:.>71.3}".format(self.gameBase.gameTime)) ret.append("Event queue:") for i in sorted(self.gameBase.eventQueue): ret.append("{0:.<8.3}:{1:.>72}".format(i[0], str(i[1]))) ret.append("custom values:") for i in self.gameBase.customValues: ret.append("{0:<22}: {1}".format(i, self.gameBase.customValues[i])) ret.append("Player name:{0:.>68}".format(self.gameBase.playerName)) ret.append("Player position:{0:.>64}".format("{0}{1}".format(self.gameBase.numberToLetter(self.gameBase.playerx), self.gameBase.playery))) ret.append("Prev. position:{0:.>65}".format("{0}{1}".format(self.gameBase.numberToLetter(self.gameBase.prevx), self.gameBase.prevy))) ret.append("Inventory:") for i in self.gameBase.playerInv: ret.append("{0:<8}: {1}".format(i, self.gameBase.playerInv[i].name)) ret.append("Things:\nID Name X Y") for i in self.gameBase.level.things: j = self.gameBase.level.things[i] ret.append("{0:<7} {1:<31} {2:<3} {3:<3}".format(i, j.name, j.x, j.y)) ret.append("Persistent:") for i in self.gameBase.level.persistent: ret.append(str(i)) print('\n'.join(ret)) #heapq.heappush(self.gameBase.eventQueue, (self.gameBase.gameTime, gameevents.NoOpEvent())) return def inv(self, args): print('\n'.join([self.gameBase.playerInv[i].name for i in self.gameBase.playerInv])) def newGame(self, args): if self.__inGame: response = input("Do you want to save before exiting (Y/n/x)? ") if len(response) > 0: if response[0] in 'Nn': super(GameShell, self).exitShell(args) elif response[0] in 'Xx': # cancel return else: sf = input('Save file: ') if len(sf) > 0: gameBase.saveGame([sf]) else: print('No save file given, cancelling exit.') else: sf = input('Save file: ') if len(sf) > 0: gameBase.saveGame([sf]) else: print('No save file given, cancelling exit.') try: self.gameBase.loadMap([self.startLevel]) except RuntimeError as e: print(e) return self.gameMode() def gameMode(self): """Mode for in-game.""" if not self.__inGame: self.registerCommand('map', self.showMap) self.registerCommand('ls', self.showMap) self.registerCommand('go', self.gameBase.go) self.registerCommand('move', self.gameBase.go) self.registerCommand('walk', self.gameBase.go) self.registerCommand('look', self.gameBase.look) self.registerCommand('talk', self.gameBase.talk) self.registerCommand('use', self.gameBase.use) self.registerCommand('save', self.gameBase.saveGame) self.registerCommand('take', self.gameBase.take) self.registerCommand('get', self.gameBase.take) self.registerCommand('drop', self.gameBase.drop) self.registerCommand('inv', self.inv) self.registerCommand('bag', self.inv) self.registerCommand('items', self.inv) self.registerAlias('run', ['go', '-r']) self.__inGame = True def menuMode(self, text = None): """Mode for main menus and the like.""" if self.__inGame: self.registerCommand('map', self.showMap) self.unRegisterCommand('ls', self.showMap) self.unRegisterCommand('go', self.gameBase.go) self.unRegisterCommand('move', self.gameBase.go) self.unRegisterCommand('walk', self.gameBase.go) self.unRegisterCommand('look', self.gameBase.look) self.unRegisterCommand('talk', self.gameBase.talk) self.unRegisterCommand('use', self.gameBase.use) self.unRegisterCommand('save', self.gameBase.saveGame) self.unRegisterCommand('take', self.gameBase.take) self.unRegisterCommand('get', self.gameBase.take) self.unRegisterCommand('drop', self.gameBase.drop) self.unRegisterCommand('inv', self.inv) self.unRegisterCommand('bag', self.inv) self.unRegisterCommand('items', self.inv) self.unRegisterAlias('run', ['go', '-r']) self.__inGame = False if text == None: print(self.openingText.format(self.gameTitle)) else: print(text.format(self.gameTitle)) def devMode(self, args): print('Dev mode activated. Please dev responsibly.') self.gameMode() self.registerCommand('dev', self.runScript) self.registerCommand('status', self.status) self.registerCommand('loadMap', self.gameBase.loadMap) def runScript(self, args): """simple wrapper for gameBase.runscript.""" self.gameBase.parseScript(' '.join(args)) # IO calls def container(self, inv, cont): """container IO""" # Pretty print: get length of the longest inventory item's name longestLen = 0 for i in inv: if len(inv[i].name) > longestLen: longestLen = len(inv[i].name) if longestLen > 0: print('{{0:<{0}}}{1}'.format(max(6, longestLen+2), "Container:").format("Inv:")) i = 0 invKeys = tuple(inv.keys()) while i < len(invKeys) and i < len(cont): print('{{0:<{0}}}{1}'.format(longestLen+2, cont[i].name).format(inv[invKeys[i]].name)) i += 1 while i < len(invKeys): print(inv[invKeys[i]].name) i += 1 while i < len(cont): print(' '*(longestLen+2) + cont[i].name) i += 1 else: print('Container:') for i in cont: print(i.name) # Now, actually interacting with the container timeSpent = 0.5 # using a container always takes at least 1/2 second, even just opening and closing it again. instr = input("Take, store, or exit: ") while instr != "exit": instr = instr.split() if instr[0] == "take": # take something out of the container if instr[1] == "the": del instr[1] thing = ' '.join(instr[1:]) for i in range(len(cont)): if thing == cont[i].name: inv[cont[i].thingID] = cont[i] del cont[i] timeSpent += 0.5 print("{0} taken.".format(thing)) break elif instr[0] == "store": # store something in the container if instr[1] == "the": del instr[1] thingName = ' '.join(instr[1:]) for i in inv: thing = inv[i].name if thing == thingName: cont.append(inv[i]) del inv[i] print("{0} stored.".format(thing)) timeSpent += 0.5 break # so that all things with the same name don't get stored instr = input("Take, store, or exit: ") return inv, cont, timeSpent def info(self, items): """IO for collections of information""" charsRead = 0 for i in items: print(' ', i) instr = input("Choose an item to view, or exit: ") while instr != 'exit': if instr in items: print(_tw.fill(items[instr], width = TERM_SIZE)) charsRead += len(items[instr]) else: print('{} not here.'.format(instr)) input('') for i in items: print(' ', i) instr = input("Choose an item to view, or exit: ") return charsRead / 27 # based on average 250 words per minute, and word length of 5.5 + 1 for space. def dialog(self, dialogObj): if 'script' in dialogObj: self.gameBase.parseScript(dialogObj['script']) if 'cond' in dialogObj: cases = dialogObj['cond'] ret = 0 for case in cases: cond = case['case'].split() # should be list like ["value", "==", 1] if len(cond) == 1 and (cond[0] == 'else' or self.gameBase.getValueFromString(cond[0])): ret = self.dialog(case) break elif len(cond) == 3 and self.gameBase.compareValues(cond[1], cond[0], cond[2]): ret = self.dialog(case) break else: raise RuntimeError("All routes are false: {}".format(testValue)) if ret > 1: return ret - 1 else: return ret # if ret == 1 or ret == 0, go back again. elif 'opener' in dialogObj: toPrint = dialogObj['opener'].split('\n') # split by lines so that fill doesn't erase newlines for line in toPrint: print(_tw.fill(line, width = TERM_SIZE)) input('') while isinstance(dialogObj, dict): if 'action' in dialogObj: action = dialogObj['action'] if action == 'answer': answer = 0 skips = [] j = 0 # follower to i if 'answers' in dialogObj and isinstance(dialogObj['answers'], list): for i in range(len(dialogObj['answers'])): ans = dialogObj['answers'][i] if ans[0] == '?': condEnd = ans.index(':') cond = ans[1:condEnd].strip().split() if self.gameBase.compareValues(cond): print(_tw.fill('{}: {}'.format(j+1, ans[condEnd+1:].strip()), width = TERM_SIZE)) j += 1 else: skips.append(i) else: print(_tw.fill('{}: {}'.format(j+1, ans), width = TERM_SIZE)) j += 1 answer = int(input(self.ps2)) - 1 # account for offset if there were answer options that didn't meet conditions for i in skips: if i <= answer: answer += 1 else: break if 'replies' in dialogObj and isinstance(dialogObj['replies'], list): ret = self.dialog(dialogObj['replies'][answer]) if ret > 1: return ret - 1 elif ret == 0: return 0 # if ret == 1, then do this dialog again elif len(action) >= 4 and action[:4] == 'back': if len(action) == 4: return 1 return int(action[4:]) elif action == 'exit': return 0 else: raise RuntimeError('Malformed action: {}'.format(action)) else: raise RuntimeError("Dialog branch with neither switch nor openner.") def playercmd(self, args): self.handleCommand(args) def update(self): self.gameBase.gameEventLoop() def exitShell(self, args): if self.__inGame: response = input("Do you want to save before exiting (Y/n/x)? ") if len(response) > 0: if response[0] in 'Nn': super(GameShell, self).exitShell(args) elif response[0] in 'Xx': # cancel return else: sf = input('Save file: ') if len(sf) > 0: gameBase.saveGame([sf]) super(GameShell, self).exitShell(args) else: print('No save file given, cancelling exit.') else: sf = input('Save file: ') if len(sf) > 0: gameBase.saveGame([sf]) super(GameShell, self).exitShell(args) else: print('No save file given, cancelling exit.') else: super(GameShell, self).exitShell(args) if __name__ == '__main__': sh = GameShell(GameBase()) sh.run()