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texty/lib/game.py
2022-04-17 20:03:52 +02:00

164 lines
7.6 KiB
Python

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