399 lines
12 KiB
Python
399 lines
12 KiB
Python
from __future__ import annotations
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from typing import overload, Optional, TYPE_CHECKING
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import tcod.event
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import actions
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from actions import (
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Action,
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BumpAction,
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PickupAction,
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WaitAction
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)
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import color
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import exceptions
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if TYPE_CHECKING:
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from engine import Engine
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from entity import Item
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MOVE_KEYS = {
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# Arrow keys
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tcod.event.K_UP: (0, -1),
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tcod.event.K_DOWN: (0, 1),
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tcod.event.K_LEFT: (-1, 0),
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tcod.event.K_RIGHT: (1, 0),
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tcod.event.K_HOME: (-1, -1),
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tcod.event.K_END: (-1, 1),
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tcod.event.K_PAGEUP: (1, -1),
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tcod.event.K_PAGEDOWN: (1, 1),
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# Numpad keys
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tcod.event.K_KP_1: (-1, 1),
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tcod.event.K_KP_2: (0, 1),
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tcod.event.K_KP_3: (1, 1),
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tcod.event.K_KP_4: (-1, 0),
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tcod.event.K_KP_6: (1, 0),
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tcod.event.K_KP_7: (-1, -1),
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tcod.event.K_KP_8: (0, -1),
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tcod.event.K_KP_9: (1, -1),
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# Vi keys
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tcod.event.K_h: (-1, 0),
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tcod.event.K_j: (0, 1),
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tcod.event.K_k: (0, -1),
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tcod.event.K_l: (1, 0),
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tcod.event.K_y: (-1, -1),
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tcod.event.K_u: (1, -1),
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tcod.event.K_b: (-1, 1),
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tcod.event.K_n: (1, 1),
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}
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WAIT_KEYS = {
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tcod.event.K_PERIOD,
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tcod.event.K_KP_5,
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tcod.event.K_CLEAR,
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}
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CONFIRM_KEYS = {
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tcod.event.K_RETURN,
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tcod.event.K_KP_ENTER,
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}
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class EventHandler(tcod.event.EventDispatch[Action]):
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def __init__(self, engine: Engine):
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self.engine = engine
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def handle_events(self, event: tcod.event.Event) -> None:
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self.handle_action(self.dispatch(event))
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def handle_action(self, action: Optional[Action]) -> bool:
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"""Handle actions returned from event methods.
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Returns True if the action will advance a turn.
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"""
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if action is None:
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return False
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try:
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action.perform()
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except exceptions.Impossible as exc:
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self.engine.message_log.add_message(exc.args[0], color.impossible)
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return False # Skip enemy turn on exceptions.
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self.engine.handle_enemy_turns()
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self.engine.update_fov()
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return True
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def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
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if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
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self.engine.mouse_location = event.tile.x, event.tile.y
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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raise SystemExit()
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def on_render(self, console: tcod.Console) -> None:
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self.engine.render(console)
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class AskUserEventHandler(EventHandler):
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"""Handles user input for actions which require special input."""
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def handle_action(self, action: Optional[Action]) -> bool:
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"""Return to the main event handler when a valid action was performed."""
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if super().handle_action(action):
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self.engine.event_handler = MainGameEventHandler(self.engine)
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return True
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return False
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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"""By default any key exits this input handler."""
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# Ignore modifier keys.
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if event.sym in {
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tcod.event.K_LSHIFT,
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tcod.event.K_RSHIFT,
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tcod.event.K_LCTRL,
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tcod.event.K_RCTRL,
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tcod.event.K_LALT,
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tcod.event.K_RALT,
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}:
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return None
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return self.on_exit()
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def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
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"""By default any mouse click exits this input handler."""
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return self.on_exit()
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def on_exit(self) -> Optional[Action]:
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"""Called when the user is trying to exit or cancel an action.
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By default this returns to the main event handler.
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"""
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self.engine.event_handler = MainGameEventHandler(self.engine)
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return None
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class InventoryEventHandler(AskUserEventHandler):
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"""This handler lets the user select an item.
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What happens then depends on the subclass.
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"""
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TITLE = "<missing title>"
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def on_render(self, console: tcod.Console) -> None:
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"""Render an inventory menu, which displays the items in the inventory, and the letter
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to select them. Will move to a different position based on where the player is located, so
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the player can always see where they are.
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"""
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super().on_render(console)
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number_of_items_in_inventory = len(self.engine.player.inventory.items)
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height = number_of_items_in_inventory + 2
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if height <= 3:
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height = 3
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if self.engine.player.x <= 30:
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x = 40
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else:
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x = 0
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y = 0
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width = len(self.TITLE) + 4
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console.draw_frame(
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x,
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y,
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width,
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height,
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title=self.TITLE,
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clear=True,
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fg=(255, 255, 255),
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bg=(0, 0, 0),
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)
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if number_of_items_in_inventory > 0:
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for i, item in enumerate(self.engine.player.inventory.items):
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item_key = chr(ord("a") + i)
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console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
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else:
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console.print(x + 1, y + 1, "(Empty)")
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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player = self.engine.player
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key = event.sym
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index = key - tcod.event.K_a
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if 0 <= index <= 26:
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try:
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selected_item = player.inventory.items[index]
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except IndexError:
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self.engine.message_log.add_message("Invalid entry.", color.invalid)
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return None
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return self.on_item_selected(selected_item)
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return super().ev_keydown(event)
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@overload
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def on_item_selected(self, item: Item) -> Optional[Action]:
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"""Called when the user selects a valid item."""
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class InventoryActivateHandler(InventoryEventHandler):
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"""Handle using an inventory item."""
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TITLE = "Select an item to use"
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def on_item_selected(self, item: Item) -> Optional[Action]:
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"""Return the action for the selected item."""
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return item.consumable.get_action(self.engine.player)
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class InventoryDropHandler(InventoryEventHandler):
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"""Handle dropping an inventory item."""
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TITLE = "Select an item to drop"
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def on_item_selected(self, item: Item) -> Optional[Action]:
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"""Drop this item."""
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return actions.DropItem(self.engine.player, item)
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class SelectIndexHandler(AskUserEventHandler):
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"""Handles asking the user for an index on the map."""
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def __init__(self, engine: Engine):
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"""Sets the cursor to the player when this handler is constructed."""
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super().__init__(engine)
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player = self.engine.player
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engine.mouse_location = player.x, player.y
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def on_render(self, console: tcod.Console) -> None:
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"""Highlight the tile under the cursor."""
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super().on_render(console)
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x, y = self.engine.mouse_location
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console.tiles_rgb["bg"][x, y] = color.white
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console.tiles_rgb["fg"][x, y] = color.black
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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"""Check for key movement or confirmation keys."""
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key = event.sym
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if key in MOVE_KEYS:
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modifier = 1 # Holding modifier keys will speed up key movement
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if event.mod & (tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT):
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modifier *= 5
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if event.mod & (tcod.event.KMOD_LCTRL | tcod.event.KMOD_RCTRL):
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modifier *= 10
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if event.mod & (tcod.event.KMOD_LALT | tcod.event.KMOD_RALT):
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modifier *= 20
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x, y = self.engine.mouse_location
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dx, dy = MOVE_KEYS[key]
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x += dx * modifier
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y += dy * modifier
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# Clamp the cursor index to the map size.
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x = max(0, min(x, self.engine.game_map.width - 1))
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y = max(0, min(y, self.engine.game_map.height - 1))
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self.engine.mouse_location = x, y
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return None
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elif key in CONFIRM_KEYS:
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return self.on_index_selected(*self.engine.mouse_location)
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return super().ev_keydown(event)
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def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
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"""Left click confirms a selection."""
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if self.engine.game_map.in_bounds(*event.tile):
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if event.button == 1:
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return self.on_index_selected(*event.tile)
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return super().ev_mousebuttondown(event)
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@overload
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def on_index_selected(self, x: int, y: int) -> Optional[Action]:
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"""Called when an index is selected."""
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class LookHandler(SelectIndexHandler):
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"""Lets the player look around using the keyboard."""
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def on_index_selected(self, x: int, y: int) -> None:
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"""Return to main handler."""
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self.engine.event_handler = MainGameEventHandler(self.engine)
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class MainGameEventHandler(EventHandler):
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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key = event.sym
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player = self.engine.player
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if key in MOVE_KEYS:
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dx, dy = MOVE_KEYS[key]
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action = BumpAction(player, dx, dy)
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elif key in WAIT_KEYS:
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action = WaitAction(player)
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elif key == tcod.event.K_ESCAPE:
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raise SystemExit()
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elif key == tcod.event.K_v:
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self.engine.event_handler = HistoryViewer(self.engine)
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elif key == tcod.event.K_g:
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action = PickupAction(player)
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elif key == tcod.event.K_i:
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self.engine.event_handler = InventoryActivateHandler(self.engine)
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elif key == tcod.event.K_d:
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self.engine.event_handler = InventoryDropHandler(self.engine)
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elif key == tcod.event.K_SLASH:
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self.engine.event_handler = LookHandler(self.engine)
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# No valid key was pressed
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return action
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class GameOverEventHandler(EventHandler):
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def ev_keydown(self, event: tcod.event.KeyDown) -> None:
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if event.sym == tcod.event.K_ESCAPE:
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raise SystemExit()
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CURSOR_Y_KEYS = {
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tcod.event.K_UP: -1,
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tcod.event.K_DOWN: 1,
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tcod.event.K_PAGEUP: -10,
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tcod.event.K_PAGEDOWN: 10,
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}
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class HistoryViewer(EventHandler):
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"""Print the history on a larger window which can be navigated."""
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def __init__(self, engine: Engine):
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super().__init__(engine)
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self.log_length = len(engine.message_log.messages)
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self.cursor = self.log_length - 1
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def on_render(self, console: tcod.Console) -> None:
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super().on_render(console) # Draw the main state as the background.
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log_console = tcod.Console(console.width - 6, console.height - 6)
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# Draw a frame with a custom banner title.
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log_console.draw_frame(0, 0, log_console.width, log_console.height)
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log_console.print_box(
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0,
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0,
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log_console.width,
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1,
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"┤Message history├",
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alignment=tcod.CENTER
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)
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# Render the message log using the cursor parameter.
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self.engine.message_log.render_messages(
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log_console,
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1,
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1,
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log_console.width - 2,
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log_console.height - 2,
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self.engine.message_log.messages[: self.cursor + 1],
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)
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log_console.blit(console, 3, 3)
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def ev_keydown(self, event: tcod.event.KeyDown) -> None:
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# Fancy conditional movement to make it feel right.
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if event.sym in CURSOR_Y_KEYS:
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adjust = CURSOR_Y_KEYS[event.sym]
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if adjust < 0 and self.cursor == 0:
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# Only move from the top to the bottom when you're on the edge.
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self.cursor = self.log_length - 1
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elif adjust > 0 and self.cursor == self.log_length - 1:
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# Same with bottom to top movement.
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self.cursor = 0
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else:
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# Otherwise move while staying clamped to the bounds of the history log.
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self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
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elif event.sym == tcod.event.K_HOME:
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self.cursor = 0 # Move directly to the top message.
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elif event.sym == tcod.event.K_END:
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self.cursor = self.log_length - 1 # Move directly to the last message.
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else: # Any other key moves back to the main game state.
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self.engine.event_handler = MainGameEventHandler(self.engine)
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