/
gamestate.py
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/
gamestate.py
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from player_class import new_rogue_player
from cloud import new_steam_cloud
import colors
from dungeon import Dungeon, ReflexiveDungeon
import dungeonfeature
from dungeonlevelfactory import dungeon_level_from_file
import gametime
import libtcodpy
import monster
from mover import teleport_monsters
from player import new_player
import camera
import console
import constants
import gui
import item
import menufactory
import messenger
from player_class import new_rogue_player
import rectfactory
from save import save, delete_save_file_of_game_state
import settings
import state
import statestack
import turn
from weapon import new_gun, new_sling, new_dagger
import weapon
def reset_globals(player):
turn.current_turn = 0
messenger.msg.clear()
messenger.msg.player = player
class GameStateInterface(state.State):
def __init__(self):
super(GameStateInterface, self).__init__()
def signal_new_level(self):
pass
def start_prompt(self, prompt_state):
pass
def signal_should_redraw_screen(self):
pass
def draw(self):
pass
def force_draw(self):
pass
def prepare_draw(self):
pass
def prepare_draw_gui(self):
pass
def update(self):
pass
class GameStateBase(GameStateInterface):
def __init__(self, player_name=""):
super(GameStateBase, self).__init__()
self.dungeon = Dungeon(self)
self.player = new_rogue_player(self)
if player_name == "":
self.player.description.name = "Roland"
else:
self.player.description.name = player_name
self._init_caches_and_flags()
messenger.msg.send_global_message("Welcome to The Last Rogue!")
def _init_caches_and_flags(self):
"""
Sets up all variables for a new gamestate instance
"""
reset_globals(self.player)
self._init_gui()
self._should_draw = True
self._last_dungeon_level = None
self.camera = camera.Camera((0, 0), (0, 0), self)
self.has_won = False
self.menu_prompt_stack = statestack.GameMenuStateStack(self)
self.dungeon_needs_redraw = True
self._background_console = self._console = libtcodpy.console_new(constants.GAME_STATE_WIDTH,
constants.GAME_STATE_HEIGHT)
self.first_round = True
self._init_bg()
self._gui_last_update_timestamp = -1
def __getstate__(self):
state = {
"player": self.player,
"dungeon": self.dungeon
}
print "get gs"
return state
def __setstate__(self, state):
print "*****gamestate ", state.__class__
print "set gs"
self.player = state["player"]
self.dungeon = state["dungeon"]
self._init_caches_and_flags()
def _init_gui(self):
self.entity_stack_panel = gui.StackPanelVertical((0, 0))
self.entity_stack_panel.append(gui.EntityStatusList(self.player, constants.LEFT_SIDE_BAR_WIDTH, vertical_space=0))
self.entity_stack_panel.append(gui.PlayerStatusBox(rectfactory.player_status_rect(), self.player))
self.gui_dock = gui.UIDock(rectfactory.full_screen_rect())
self.gui_dock.bottom_left = self.entity_stack_panel
self.command_list_bar = gui.CommandListPanel(rectfactory.right_side_menu_rect())
self.gui_dock.bottom_right = self.command_list_bar
self._message_display = gui.MessageDisplay(rectfactory.message_display_rect(), vertical_space=0)
def _init_bg(self):
for x in range(constants.GAME_STATE_WIDTH):
for y in range(constants.GAME_STATE_WIDTH):
console.console.set_colors_and_symbol((x, y), colors.UNSEEN_FG, colors.UNSEEN_BG, " ",
console=self._background_console)
def signal_new_level(self):
self.camera.center_on_entity(self.player)
self.dungeon_needs_redraw = True
if not self.first_round:
save(self)
def start_prompt(self, prompt_state):
self.menu_prompt_stack.push(prompt_state)
self.menu_prompt_stack.main_loop()
def signal_should_redraw_screen(self):
self._should_draw = True
# most of the time the drawing is handled in EntityScheduler,
# right before the player acts.
# if a redraw is needed do a force_draw instead.
def draw(self):
pass
def force_draw(self):
self.camera.update(self.player)
self.prepare_draw()
self._should_draw = False
console.console.flush()
def prepare_draw(self):
dungeon_level = self.player.dungeon_level.value
self._draw_bg()
if self.dungeon_needs_redraw:
dungeon_level.draw_all_within_screen(self.camera)
self.dungeon_needs_redraw = False
else:
dungeon_level.draw_close_to_player(self.camera)
self.player.path.draw(self.camera)
self.prepare_draw_gui()
def prepare_draw_gui(self):
if self._gui_last_update_timestamp < turn.current_turn:
self._update_gui()
self._message_display.draw()
self.gui_dock.draw()
def update(self):
self._message_display.update()
dungeon_level = \
self.player.dungeon_level.value
if not dungeon_level is self._last_dungeon_level:
self.signal_new_level()
self._last_dungeon_level = dungeon_level
#self._update_gui()
dungeon_level.tick(gametime.normal_energy_gain)
if self.player.health.is_dead():
self.force_draw()
game_over_screen = menufactory.game_over_screen(self.current_stack)
delete_save_file_of_game_state()
self.current_stack.push(game_over_screen)
if self.has_won:
victory_screen = menufactory.victory_screen(self.current_stack)
delete_save_file_of_game_state()
self.current_stack.push(victory_screen)
self.first_round = False
def _update_gui(self):
self.entity_stack_panel.update()
self.command_list_bar.update()
self._gui_last_update_timestamp = turn.current_turn
def _draw_bg(self):
libtcodpy.console_blit(self._background_console, 0, 0, constants.GAME_STATE_WIDTH, constants.GAME_STATE_HEIGHT,
0, 0, 0)
def draw_loading_screen(self, text):
libtcodpy.console_blit(self._background_console, 0, 0, constants.GAME_STATE_WIDTH, constants.GAME_STATE_HEIGHT,
0, 0, 0)
console.console.print_text((settings.SCREEN_WIDTH / 2 - len(text) / 2,
settings.SCREEN_HEIGHT / 2), text)
console.console.flush()
class TestGameState(GameStateBase):
def __init__(self, player_name=""):
super(TestGameState, self).__init__(player_name)
reset_globals(self.player)
start_position = (20, 10)
self.dungeon_level = dungeon_level_from_file("test.level")
self.dungeon = ReflexiveDungeon(self.dungeon_level)
self.player.mover.try_move(start_position, self.dungeon_level)
self.camera.center_on_entity(self.player)
cloud = new_steam_cloud(self, 32)
cloud.mover.try_move((16, 10), self.dungeon_level)
m = monster.new_spider(self)
m.mover.try_move((25, 30), self.dungeon_level)
#m = monster.new_cyclops(self)
#m.mover.try_move((26, 14), self.dungeon_level)
for i in range(5):
r = monster.new_ratman(self)
#r.mover.try_move((18, 12 + i), self.dungeon_level)
for i, e in enumerate(item.potion_factories):
element = e(self)
element.mover.try_move((22 + i, 14), self.dungeon_level)
for i, e in enumerate(item.scroll_factories):
element = e(self)
element.mover.try_move((23 + i, 15), self.dungeon_level)
for i, e in enumerate(item.device_factories):
element = e(self)
element.mover.try_move((23 + i, 16), self.dungeon_level)
potion = item.new_frost_potion(self)
potion.mover.try_move((20, 12), self.dungeon_level)
potion = weapon.new_bolas(self)
potion.mover.try_move((20, 16), self.dungeon_level)
orb = item.new_bomb(self)
orb.mover.try_move((22, 15), self.dungeon_level)
amulet = item.new_amulet_of_life_steal(self)
amulet.mover.try_move((20, 14), self.dungeon_level)
amulet = item.new_amulet_of_reflect_damage(self)
amulet.mover.try_move((24, 11), self.dungeon_level)
ring2 = item.new_ring_of_stealth(self)
ring2.mover.try_move((25, 11), self.dungeon_level)
ring3 = item.new_ring_of_strength(self)
ring3.mover.try_move((26, 11), self.dungeon_level)
device1 = item.new_swap_device(self)
device1.mover.try_move((24, 12), self.dungeon_level)
device2 = item.new_heart_stop_device(self)
device2.mover.try_move((25, 12), self.dungeon_level)
scroll = item.new_sleep_scroll(self)
scroll.mover.try_move((26, 12), self.dungeon_level)
scroll = item.new_map_scroll(self)
scroll.mover.try_move((21, 13), self.dungeon_level)
gun = new_gun(self)
gun.mover.try_move((20, 13), self.dungeon_level)
sling = new_sling(self)
sling.mover.try_move((20, 14), self.dungeon_level)
blood_fountain = dungeonfeature.new_blood_fountain()
blood_fountain.mover.try_move((21, 10), self.dungeon_level)
blood_fountain = dungeonfeature.new_blood_fountain()
blood_fountain.mover.try_move((22, 10), self.dungeon_level)
blood_fountain = dungeonfeature.new_blood_fountain()
blood_fountain.mover.try_move((23, 10), self.dungeon_level)
charge = item.new_energy_sphere(self)
charge.mover.try_move((22, 10), self.dungeon_level)
cap = item.new_leather_cap(self)
cap.mover.try_move((23, 10), self.dungeon_level)
#pixie = monster.new_pixie(self)
#pixie.mover.try_move((20, 14), self.dungeon_level)
#salamander = monster.new_salamander(self)
#salamander.mover.try_move((25, 10), self.dungeon_level)
#slime = monster.new_slime(self)
#slime.mover.try_move((25, 12), self.dungeon_level)
# spider = monster.new_spider(self)
# spider.mover.try_move((26, 12), self.dungeon_level)
#
#ghost = monster.new_ghost(self)
#ghost.mover.try_move((21, 8), self.dungeon_level)
#
# pixie = monster.new_pixie(self)
# pixie.mover.try_move((23, 8), self.dungeon_level)
#
#slime = monster.new_slime(self)
#slime.mover.try_move((18, 16), self.dungeon_level)
#dark_slime = monster.new_dark_slime(self)
#dark_slime.mover.try_move((24, 18), self.dungeon_level)
#cyclops = monster.new_cyclops(self)
#cyclops.mover.try_move((2, 2), self.dungeon_level)
#jericho = monster.new_jericho(self)
#jericho.mover.try_move((56, 14), self.dungeon_level)
for i in range(5):
ammo = item.new_ammunition(self)
ammo.mover.try_move((21 + i, 13), self.dungeon_level)
for i in range(23):
knife = new_dagger(self)
knife.mover.try_move((10 + i, 23), self.dungeon_level)
class GameState(GameStateBase):
def __init__(self, player_name=""):
super(GameState, self).__init__(player_name)
self.dungeon = Dungeon(self)
self._init_player_position()
def _init_player_position(self):
first_level = self.dungeon.get_dungeon_level(1)
self.dungeon_level = first_level
for stairs in first_level.up_stairs:
move_succeded = self.player.mover.move_push_over(stairs.position.value, first_level)
if move_succeded:
self.camera.center_on_entity(self.player)
teleport_monsters(self.player)
return
raise Exception("Could not put player at first up stairs.")
class GameStateDummy(GameStateInterface):
def __init__(self):
super(GameStateDummy, self).__init__()
self.dungeon = Dungeon(self)
self.player = new_player(self)
self.player.description.name = "Mr. Test Hero"
reset_globals(self.player)
def update(self):
dungeon_level = self.player.dungeon_level.value
dungeon_level.tick(gametime.normal_energy_gain)