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input_handlers.py
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input_handlers.py
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from __future__ import annotations
import os
from typing import Callable, Optional, Tuple, TYPE_CHECKING, Union
import tcod
import actions
import exceptions
import input.key_actions as key_actions
from actions import (
Action,
PickupAction,
WaitAction,
PlayerMovementAction,
)
from graphics import color
if TYPE_CHECKING:
from engine import Engine
from entity import Item
ActionOrHandler = Union[Action, "BaseEventHandler"]
"""An event handler return value which can trigger an action or switch active handlers.
If a handler is returned is returned then it will become the active and if it's
valid then MainGameEventHandler will become the active handler.
"""
class BaseEventHandler(tcod.event.EventDispatch[ActionOrHandler]):
"""
Basic and basically unusable Event handler that extends some tcod stuff.
Defines some needed functions for handling the event triggers -> render the new state of the game
In general the interfacing between the player and game system is done by overriding the tcod function ev_keydown
"""
def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
"""Handle an event and return the next active event handler."""
state = self.dispatch(event)
if isinstance(state, BaseEventHandler):
return state
assert not isinstance(state, Action), f"{self!r} can not handle actions."
return self
def on_render(self, console: tcod.Console) -> None:
raise NotImplementedError()
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
raise SystemExit()
class EventHandler(BaseEventHandler):
"""
The more general event handler that handles most of the game.
:param engine: The relevant engine for this event. Needed for creating change based of the input
"""
def __init__(self, engine: Engine):
self.engine = engine
def handle_events(self, event: tcod.event.Event) -> BaseEventHandler:
"""Handle events for input handlers with an engine."""
action_or_state = self.dispatch(event)
if isinstance(action_or_state, BaseEventHandler):
return action_or_state
if self.handle_action(action_or_state):
# A valid action was performed.
if not self.engine.player.is_alive:
# The player was killed sometime during or after the action.
return GameOverEventHandler(self.engine)
elif self.engine.player.level.requires_level_up:
return LevelUpEventHandler(self.engine)
return MainGameEventHandler(self.engine) # Return to the main handler.
return self
def handle_action(self, action: Optional[Action]) -> bool:
"""Handle actions returned from event methods.
Returns True if the action will advance a turn.
"""
if action is None:
return False
try:
action.perform()
except exceptions.Impossible as exc:
self.engine.message_log.add_message(exc.args[0], color.impossible)
return False # Skip enemy turn on exceptions.
self.engine.handle_enemy_turns()
self.engine.update_fov(1000)
return True
def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
self.engine.mouse_location = event.tile.x, event.tile.y
def on_render(self, console: tcod.Console) -> None:
self.engine.render(console)
class AskUserEventHandler(EventHandler):
"""Handles user input for actions which require special input."""
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
"""By default, any key exits this input handler, except for modifier keys."""
if event.sym in { # Ignore modifier keys.
tcod.event.K_LSHIFT,
tcod.event.K_RSHIFT,
tcod.event.K_LCTRL,
tcod.event.K_RCTRL,
tcod.event.K_LALT,
tcod.event.K_RALT,
}:
return None
return self.on_exit()
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""By default any mouse click exits this input handler."""
return self.on_exit()
def on_exit(self) -> Optional[ActionOrHandler]:
"""Called when the user is trying to exit or cancel an action.
By default this returns to the main event handler.
"""
return MainGameEventHandler(self.engine)
class CharacterScreenEventHandler(AskUserEventHandler):
"""
Renders the character information like stats onto the screen
Has little logic besides that
"""
TITLE = "Character Information"
def on_render(self, console: tcod.Console) -> None:
super().on_render(console)
if self.engine.player.x <= 30:
x = 40
else:
x = 0
y = 0
width = len(self.TITLE) + 4
console.draw_frame(
x=x,
y=y,
width=width,
height=7,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
# Draw character stats
console.print(
x=x + 1, y=y + 1, string=f"Level: {self.engine.player.level.current_level}"
)
console.print(
x=x + 1, y=y + 2, string=f"XP: {self.engine.player.level.current_xp}"
)
console.print(
x=x + 1, y=y + 3, string=f"XP for next level: {self.engine.player.level.experience_to_next_level}"
)
console.print(
x=x + 1, y=y + 4, string=f"Attack: {self.engine.player.fighter.power}"
)
console.print(
x=x + 1, y=y + 5, string=f"Defense: {self.engine.player.fighter.defense}"
)
class LevelUpEventHandler(AskUserEventHandler):
"""
Allows the player to level up a selected attribute.
On render handles displaying this information while ev_keydown actually affects the game state
"""
TITLE = "Level up"
def on_render(self, console: tcod.Console) -> None:
super().on_render(console)
if self.engine.player.x <= 30:
x = 40
else:
x = 0
console.draw_frame(
x=x,
y=0,
width=35,
height=8,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0)
)
console.print(x=x + 1, y=1, string="Congatulations! You level up!")
console.print(x=x + 1, y=2, string="Select an attribute to increase.")
console.print(
x=x + 1,
y=4,
string=f"a) Constitution (+20 HP, from {self.engine.player.fighter.max_hp})",
)
console.print(
x=x + 1,
y=5,
string=f"b) Strength (+1 attack, from {self.engine.player.fighter.power})",
)
console.print(
x=x + 1,
y=6,
string=f"c) Agility (+1 defense, from {self.engine.player.fighter.defense})",
)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
player = self.engine.player
key = event.sym
index = key - tcod.event.K_a
if 0 <= index <= 2:
if index == 0:
player.level.increase_max_hp()
elif index == 1:
player.level.increase_power()
else:
player.level.increase_defense()
else:
self.engine.message_log.add_message("Invalid entry.", color.invalid)
return None
return super().ev_keydown(event)
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""Don't allow the player to click to exit the menu, like normal."""
class InventoryEventHandler(AskUserEventHandler):
"""This handler lets the user select an item.
What happens then depends on the subclass.
"""
TITLE = "<missing title>"
def on_render(self, console: tcod.Console) -> None:
"""Render an inventory menu, which displays the items in the inventory, and the letter to select them.
Will move to a different position based on where the player is located, so the player can always see where
they are.
"""
super().on_render(console)
number_of_items_in_inventory = len(self.engine.player.inventory.items)
height = number_of_items_in_inventory + 2
if height <= 3:
height = 3
if self.engine.player.x <= 30:
x = 40
else:
x = 0
y = 0
width = len(self.TITLE) + 4
console.draw_frame(
x=x,
y=y,
width=width,
height=height,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
if number_of_items_in_inventory > 0:
for i, item in enumerate(self.engine.player.inventory.items):
item_key = chr(ord("a") + i)
is_equipped = self.engine.player.equipment.item_is_equipped(item)
item_string = f"({item_key}) {item.name}"
if is_equipped:
item_string = f"{item_string} (E)"
console.print(x + 1, y + i + 1, item_string)
else:
console.print(x + 1, y + 1, "(Empty)")
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
player = self.engine.player
key = event.sym
index = key - tcod.event.K_a
if 0 <= index <= 26:
try:
selected_item = player.inventory.items[index]
except IndexError:
self.engine.message_log.add_message("Invalid entry.", color.invalid)
return None
return self.on_item_selected(selected_item)
return super().ev_keydown(event)
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
"""Called when the user selects a valid item."""
raise NotImplementedError()
class InventoryActivateHandler(InventoryEventHandler):
"""Handle using an inventory item."""
TITLE = "Select an item to use"
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
"""Return the action for the selected item."""
if item.consumable:
# Return the action for the selected item.
return item.consumable.get_action(self.engine.player)
elif item.equippable:
return actions.EquipAction(self.engine.player, item)
else:
return None
class InventoryDropHandler(InventoryEventHandler):
"""Handle dropping an inventory item."""
TITLE = "Select an item to drop"
def on_item_selected(self, item: Item) -> Optional[ActionOrHandler]:
"""Drop this item."""
return actions.DropItem(self.engine.player, item)
class SelectIndexHandler(AskUserEventHandler):
"""Handles asking the user for an index on the map."""
def __init__(self, engine: Engine):
"""Sets the cursor to the player when this handler is constructed."""
super().__init__(engine)
player = self.engine.player
engine.mouse_location = player.x, player.y
def on_render(self, console: tcod.Console) -> None:
"""Highlight the tile under the cursor."""
super().on_render(console)
x, y = self.engine.mouse_location
console.tiles_rgb["bg"][x, y] = color.white
console.tiles_rgb["fg"][x, y] = color.black
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
"""Check for key movement or confirmation keys."""
key = event.sym
if key in key_actions.MOVE_KEYS:
modifier = 1 # Holding modifier keys will speed up key movement.
if event.mod & (tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT):
modifier *= 5
if event.mod & (tcod.event.KMOD_LCTRL | tcod.event.KMOD_RCTRL):
modifier *= 10
if event.mod & (tcod.event.KMOD_LALT | tcod.event.KMOD_RALT):
modifier *= 20
x, y = self.engine.mouse_location
dx, dy = key_actions.MOVE_KEYS[key]
x += dx * modifier
y += dy * modifier
# Clamp the cursor index to the map size.
x = max(0, min(x, self.engine.game_map.width - 1))
y = max(0, min(y, self.engine.game_map.height - 1))
self.engine.mouse_location = x, y
return None
elif key in key_actions.CONFIRM_KEYS:
return self.on_index_selected(*self.engine.mouse_location)
return super().ev_keydown(event)
def ev_mousebuttondown(
self, event: tcod.event.MouseButtonDown
) -> Optional[ActionOrHandler]:
"""Left click confirms a selection."""
if self.engine.game_map.in_bounds(*event.tile):
if event.button == 1:
return self.on_index_selected(*event.tile)
return super().ev_mousebuttondown(event)
def on_index_selected(self, x: int, y: int) -> Optional[ActionOrHandler]:
"""Called when an index is selected."""
raise NotImplementedError()
class LookHandler(SelectIndexHandler):
"""Lets the player look around using the keyboard."""
def on_index_selected(self, x: int, y: int) -> MainGameEventHandler:
"""Return to main handler."""
return MainGameEventHandler(self.engine)
class SingleRangedAttackHandler(SelectIndexHandler):
"""Handles targeting a single enemy. Only the enemy selected will be affected."""
def __init__(
self, engine: Engine, callback: Callable[[Tuple[int, int]], Optional[Action]]
):
super().__init__(engine)
self.callback = callback
def on_index_selected(self, x: int, y: int) -> Optional[Action]:
return self.callback((x, y))
# TODO: there may be a bug here
class AreaRangedAttackHandler(SelectIndexHandler):
"""Handles targeting an area within a given radius. Any entity within the area will be affected."""
def __init__(
self,
engine: Engine,
radius: int,
callback: Callable[[Tuple[int, int]], Optional[Action]],
):
super().__init__(engine)
self.radius = radius
self.callback = callback
def on_render(self, console: tcod.Console) -> None:
"""Highlight the tile under the cursor."""
super().on_render(console)
x, y = self.engine.mouse_location
# Draw a rectangle to show the affected tiles.
console.draw_frame(
x=x - self.radius - 1,
y=y - self.radius - 1,
width=self.radius ** 2,
height=self.radius ** 2,
fg=color.red,
clear=False,
)
def on_index_selected(self, x: int, y: int) -> Optional[Action]:
return self.callback((x, y))
class MainGameEventHandler(EventHandler):
"""
Effectively passes up the correct action to perform based on a keydown event.
To add more actions/conditions to existing actions this class should be open to extension
"""
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
action: Optional[Action] = None
key = event.sym
modifier = event.mod
player = self.engine.player
if key == tcod.event.K_PERIOD and modifier & (
tcod.event.KMOD_LSHIFT | tcod.event.KMOD_RSHIFT
):
return actions.TakeStairsAction(player)
if key in key_actions.MOVE_KEYS:
dx, dy = key_actions.MOVE_KEYS[key]
# action = BumpAction(player, dx, dy)
action = PlayerMovementAction(player, dx, dy)
elif key in key_actions.WAIT_KEYS:
action = WaitAction(player)
elif key == tcod.event.K_ESCAPE:
raise SystemExit()
elif key == tcod.event.K_v:
return HistoryViewer(self.engine)
elif key == tcod.event.K_g:
action = PickupAction(player)
elif key == tcod.event.K_i:
return InventoryActivateHandler(self.engine)
elif key == tcod.event.K_d:
return InventoryDropHandler(self.engine)
elif key == tcod.event.K_c:
return CharacterScreenEventHandler(self.engine)
elif key == tcod.event.K_SLASH:
return LookHandler(self.engine)
# No valid key was pressed
return action
class GameOverEventHandler(EventHandler):
"""
Handle exiting the game and most importantly saving the game before exiting
"""
def ev_keydown(self, event: tcod.event.KeyDown) -> None:
if event.sym == tcod.event.K_ESCAPE:
self.on_quit()
def on_quit(self) -> None:
"""Handle exiting out of a finished game."""
if os.path.exists("savegame.sav"):
os.remove("savegame.sav") # Deletes the active save file.
raise exceptions.QuitWithoutSaving() # Avoid saving a finished game.
def ev_quit(self, event: tcod.event.Quit) -> None:
self.on_quit()
CURSOR_Y_KEYS = {
tcod.event.K_UP: -1,
tcod.event.K_DOWN: 1,
tcod.event.K_PAGEUP: -10,
tcod.event.K_PAGEDOWN: 10,
}
class HistoryViewer(EventHandler):
"""Print the history on a larger window which can be navigated."""
def __init__(self, engine: Engine):
super().__init__(engine)
self.log_length = len(engine.message_log.messages)
self.cursor = self.log_length - 1
def on_render(self, console: tcod.Console) -> None:
super().on_render(console) # Draw the main state as the background.
log_console = tcod.Console(console.width - 6, console.height - 6)
# Draw a frame with a custom banner title.
log_console.draw_frame(0, 0, log_console.width, log_console.height)
log_console.print_box(
0, 0, log_console.width, 1, "┤Message history├", alignment=tcod.CENTER
)
# Render the message log using the cursor parameter.
self.engine.message_log.render_messages(
log_console,
1,
1,
log_console.width - 2,
log_console.height - 2,
self.engine.message_log.messages[: self.cursor + 1],
)
log_console.blit(console, 3, 3)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[MainGameEventHandler]:
# Fancy conditional movement to make it feel right.
if event.sym in CURSOR_Y_KEYS:
adjust = CURSOR_Y_KEYS[event.sym]
if adjust < 0 and self.cursor == 0:
# Only move from the top to the bottom when you're on the edge.
self.cursor = self.log_length - 1
elif adjust > 0 and self.cursor == self.log_length - 1:
# Same with bottom to top movement.
self.cursor = 0
else:
# Otherwise move while staying clamped to the bounds of the history log.
self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
elif event.sym == tcod.event.K_HOME:
self.cursor = 0 # Move directly to the top message.
elif event.sym == tcod.event.K_END:
self.cursor = self.log_length - 1 # Move directly to the last message.
else: # Any other key moves back to the main game state.
return MainGameEventHandler(self.engine)
return None
class PopupMessage(BaseEventHandler):
"""Display a popup text window."""
def __init__(self, parent_handler: BaseEventHandler, text: str):
self.parent = parent_handler
self.text = text
def on_render(self, console: tcod.Console) -> None:
"""Render the parent and dim the result, then print the message on top."""
self.parent.on_render(console)
console.tiles_rgb["fg"] //= 8
console.tiles_rgb["bg"] //= 8
console.print(
console.width // 2,
console.height // 2,
self.text,
fg=color.white,
bg=color.black,
alignment=tcod.CENTER,
)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[BaseEventHandler]:
"""Any key returns to the parent handler."""
return self.parent
class ErrorScreen(BaseEventHandler):
"""
Display an error message and get some input before closing
the window.
"""
def __init__(self, error: Optional[Exception] = None, text: Optional[str] = None):
self.error = error
self.text = text
self.title = "ERROR"
def on_render(self, console: tcod.Console) -> None:
"""Display the error message to the user"""
# console.clear()
console.print(x=0, y=0, string=self.title, fg=color.white)
console.print(x=0, y=1, string="There was a critical error.", fg=color.red)
if self.error:
console.print(x=0, y=2, string=str(self.error), fg=color.red)
if self.text:
console.print(x=0, y=4, string=str(self.text), fg=color.red)
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[ActionOrHandler]:
return self.on_exit()
def on_exit(self) -> None:
return None