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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 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.save = SaveManager()
self.id = data["meta"]["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('$author',self.author)}")
selection = m.selected
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system("cls||clear")
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if(selection == 0): # start new game
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self.print_text()
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elif(selection == 1):
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self.settings_menu()
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elif(selection == 2):
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print(self.lang['quitting'])
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exit()
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else: # Display continue
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m = MenuManager([self.lang['continue'],self.lang['new_name'],self.lang['options'],self.lang['quit']],f"{self.name}\n{self.lang['game_by'].replace('$author',self.author)}")
selection = m.selected
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system("cls||clear")
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if(selection == 0):
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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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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 = []
for option in self.nodes[self.current]["actions"]:
try:
actions_desc.append(self.nodes[option]["description"])
except:
print(f"{Back.RED}{Fore.WHITE}{self.lang['no_action'].replace('$action',option)}{Fore.RESET}")
exit(1)
m = MenuManager(actions_desc,self.parse_colors(self.nodes[self.current]["text"]))
sel = m.selected
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if "add_item" in self.nodes[self.current]: # if there is an add_inventory key in the node,
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# add item to inventory
self.inventory.append(self.nodes[self.current]["add_inventory"])
self.current = self.nodes[self.current]["actions"][sel]
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self.save.currentPrompt = self.current # save the current prompt
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self.print_text()
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else:
print(self.parse_colors(self.nodes[self.current]["text"]))
print("")
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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)
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for frame in animation.frames:
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system("cls||clear")
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print(frame)
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sleep(animation.speed)
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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