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texty/lib/game.py

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import yaml
from yaml.loader import SafeLoader
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from colorama import Fore, Back
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import re
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from lib.menu import HasItemDialogue, MenuManager
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from .save import SaveManager
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from .ascii import AsciiAnimation
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from time import sleep
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from os import system
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class Game: # the game class keeps information about the loaded game
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def __init__(self,data:dict):
self.name = data["meta"]["name"]
self.author = data["meta"]["creator"]
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self.current = "start"
self.nodes = {}
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self.inventory = []
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self.id = data["meta"]["id"]
self.save = SaveManager(self.id)
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for k in data["game"]:
self.nodes.update({k:data["game"][k]})
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def main_menu(self): # displays the main menu
l = self.save.load()
if not l:
# New game
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m = MenuManager([self.lang['start'],self.lang['options'],self.lang['quit']],f"{self.name}\n{self.lang['game_by'].replace('$author',self.author)}")
selection = m.selected
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system("cls||clear")
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if(selection == 0): # start new game
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self.print_text()
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elif(selection == 1):
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self.settings_menu()
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elif(selection == 2):
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print(self.lang['quitting'])
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exit()
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else: # Display continue
m = MenuManager([self.lang['continue'],self.lang['new_game'],self.lang['options'],self.lang['quit']],f"{self.name}\n{self.lang['game_by'].replace('$author',self.author)}")
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selection = m.selected
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system("cls||clear")
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if(selection == 0):
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self.current = self.save.currentPrompt
self.inventory = self.save.inventory
self.print_text()
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elif(selection == 1):
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self.print_text()
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elif(selection == 2):
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self.settings_menu()
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elif(selection == 3):
print(self.lang['quitting'])
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exit()
def settings_menu(self): # displays the settings menu
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m = MenuManager([self.lang['lang'],self.lang['back']],self.lang['options'])
selection = m.selected
if(selection == 0):
m = MenuManager(["English","Česky",self.lang['back']],self.lang['lang'])
selection = m.selected
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system("cls||clear")
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if(selection == 0):
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with open("./saves/lang","w") as f:
f.write("en")
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elif(selection == 1):
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with open("./saves/lang","w") as f:
f.write("cz")
self.settings_menu()
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else:
self.main_menu()
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def print_text(self): # Prints out the current prompt
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system("cls||clear")
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if "add_item" in self.nodes[self.current].keys(): # if there is an add_inventory key in the node,
# add item to inventory
item = self.nodes[self.current]['add_item']
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if item not in self.inventory:
self.inventory.append(item)
print(self.inventory)
system("clear||cls")
print(f"{self.lang['acquire'].replace('$item',f'{Fore.CYAN}{item}{Fore.RESET}')}")
sleep(3)
system("clear||cls")
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animated = re.search(r"(?!{).+(?=})",self.nodes[self.current]["text"]) # find the animated text
if(animated != None):
self.print_animated(animated.group(0))
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self.nodes[self.current]["text"] = self.nodes[self.current]["text"].replace("{"+animated.group(0)+"}","") # remove the animated text from the text prompt
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if("actions" in self.nodes[self.current].keys()):
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actions_desc = [] # has descriptions of text prompts, so that we don't need to find them in MenuManager
need_item = [] # helps implement a check for needing an item
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for option in self.nodes[self.current]["actions"]:
try:
actions_desc.append(self.nodes[option]["description"])
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if "has_item" in self.nodes[option].keys():
need_item.append(self.nodes[option]["has_item"])
else:
need_item.append(None)
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except Exception:
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print(f"{Back.RED}{Fore.WHITE}{self.lang['no_action'].replace('$action',option)}{Fore.RESET}")
exit(1)
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m = ""
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actions_desc.extend([self.lang['inventory'],self.lang['quit']])
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if(all(element == None for element in need_item) is False):
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need_item.extend([None, None])
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# we need to check if user has item
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m = HasItemDialogue(actions_desc,self.parse_colors(self.nodes[self.current]["text"]),self.inventory,need_item)
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# TODO: Remove item from inventory after using it?
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while need_item[m.selected] != None and all(element not in self.inventory for element in need_item[m.selected]): # until user selects an available prompt, re-prompt again
m = HasItemDialogue(actions_desc,self.parse_colors(self.nodes[self.current]["text"]),self.inventory,need_item)
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if m.selected <= len(actions_desc)-3 and "has_item" in self.nodes[self.nodes[self.current]["actions"][m.selected]].keys():
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for item in need_item[m.selected]:
self.inventory.remove(item)
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else:
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m = MenuManager(actions_desc,self.parse_colors(self.nodes[self.current]["text"]))
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sel = m.selected
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if(sel == len(actions_desc)-2): # show inventory
self.show_inventory()
elif (sel == len(actions_desc)-1): # Save & quit
self.save.currentPrompt = self.current # save the current prompt
self.save.inventory = self.inventory
self.save.save()
exit(0)
else:
self.current = self.nodes[self.current]["actions"][sel]
self.print_text()
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else:
print(self.parse_colors(self.nodes[self.current]["text"]))
print("")
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def show_inventory(self):
if len(self.inventory) == 0:
MenuManager([self.lang["return"]],f" YOUR INVENTORY \n")
else:
s = ""
for i,item in enumerate(self.inventory):
if(i == len(self.inventory)): # last item
s += f"- {item}"
else:
s += f"- {item}\n"
MenuManager([self.lang["return"]],f" YOUR INVENTORY \n{s}")
self.print_text()
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def print_animated(self,animid): # prints the first found occurence of an ascii animation
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animation = AsciiAnimation()
animation.load_ascii(animid)
animation.play()
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print()
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def parse_colors(self,text:str) -> str: # Converts color codes into terminal colors
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newText = text.replace("&b",Fore.CYAN).replace("&c",Fore.RED).replace("&e", Fore.YELLOW).replace("&a",Fore.GREEN).replace("&9",Fore.BLUE).replace("&r",Fore.RESET).replace("&f",Fore.WHITE).replace("&5",Fore.MAGENTA).replace("\n",Fore.RESET + "\n") # replace color codes and newlines with colorama
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newText += Fore.RESET # reset color at the end of the text
return newText
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def load(file_path,lang): # starts to load the game from YAML
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try:
with open(file_path) as f:
data = yaml.load(f,Loader=SafeLoader)
g = Game(data)
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g.lang = lang
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return g
except Exception as e:
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print(f"{Back.RED}{Fore.WHITE}{g.lang['error_loading']}{Fore.RESET}{Back.RESET}")
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print(e)
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return None