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Game.py
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# Merging the utility functions, savedata and UI into one nice and convinient class.
from typing import List
import json
import ui
import tkinter as TK
import time
import random
import sys
import re
#from untitled_const import *
from untitled_const import NAV_BACK_UNKNOWN, NAV_BACK_INTACT, NAV_BACK_BROKEN, ReturnToMain, ReturnToTitle
import ItemDB
import Storyloader
from tkinter import messagebox as TKmsg
class Game:
def __init__(self, tkroot:TK.Tk, version:(int,int,int), language:str = "english"):
T = Gettexter(self)
self.ui:ui.UntitledUI = ui.UntitledUI(tkroot, savecall = self.savegame, loadcall = self.loadgame, newcall = self.restartGame)
self.tkroot:TK.Tk = tkroot
self.version = version
self.langauge = language
self.newgame()
self.story = Storyloader.load(language)
self.runner:PlaceRunner = None
self.tkroot.protocol("WM_DELETE_WINDOW", self.onExit)
self.destroyed = False
self.returnToTitle = False
self.returnToMain = False
ItemDB.SETUP(T, "HEADACHE", "TRANSLATOR","ASSHOLE","KEYCODE","KEEPSAKE","BROKE_TRANSLATOR")
"""
ItemDB.SET("HEADACHE", T("ITEM_HEADACHE_NAME"), T("ITEM_HEADACHE_DESC"), "headache.gif")
ItemDB.SET("TRANSLATOR", T("ITEM_TRANSLATOR_NAME"), T("ITEM_TRANSLATOR_DESC"), "translator.gif")
ItemDB.SET("ASSHOLE", T("ITEM_ASSHOLE_NAME"), T("ITEM_ASSHOLE_DESC"), "asshole.gif")
ItemDB.SET("KEYCODE", T("ITEM_KEYCODE_NAME"), T("ITEM_KEYCODE_DESC"), "note.gif")
ItemDB.SET("KEEPSAKE", T("ITEM_KEEPSAKE_NAME"), T("ITEM_KEEPSAKE_DESC"), "smallbox.gif")
ItemDB.SET("BROKE_TRANSLATOR", T("ITEM_BROKE_TRANSLATOR_NAME"), T("ITEM_BROKE_TRANSLATOR_DESC"), "brokentranslator.gif")
"""
self.GeneralList = {
"credits" : Game.runCredits,
"onReactorCTime" : Game.onReactorCTime
}
#Enable and disable was added in a hurry, and might need to be improved.
def EnableMenu(self):
self.ui.root.config(menu = self.ui.menu_root)
def DisableMenu(self):
self.ui.root.config(menu = TK.Menu())
def quit(self):
self.destroyed = True
self.ui.quit()
def onExit(self):
if len (self.savedata) <= 1:
return self.quit()
s = TKmsg._show("UNTITLED! The adventure game", "Would you like to save before you quit?", TKmsg.WARNING, TKmsg.YESNOCANCEL)
if(s == None or s == 'cancel'):
return
if(s == True or s == 'yes'):
self.savegame()
self.quit()
sys.exit()
#def opengamemenu(self):
# NotAddedYet()
def newgame(self):
self.savedata = {}
self.setdata("navdata", Navdata())
def restartGame(self):
self.newgame()
self.returnToMain = True
def loadgame(self, fromTitle = False):
res = self.ui.askSaveFile(True)
if not res:
return False
path, exists = res
if not exists:
return False
ldata = {}
with open(path, "r") as f:
ldata = json.load(f)
f.close()
if len(ldata) < 1:
return
#comparing versions.
lversion = ldata.get("version")
if not lversion:
return
major = lversion[0] - self.version[0]
minor = lversion[1] - self.version[1]
#hotfix = lversion[2] - self.version[2]
if major == 0:
if minor == 0:
#not worth comparing a hotfix
pass
elif minor > 0:
TKmsg.showinfo("Load Game", "This save was made with a newer version of the game. This may cause problems.")
else:
TKmsg.showinfo("Load Game", "This save was made with a older version of the game. This should be fine, but could cause issues.")
elif major > 0:
TKmsg.showwarning("Load Game", "This save is FROM THE FUTURE! You should run a newer version of the game instead.")
else:
TKmsg.showwarning("Load Game", "The save is OLD! The game may not run correctly with this savefile.")
#Checking for serialized objects
for key, val in ldata.items():
if type(val) == dict and "CLASS" in val.keys():
_class = globals().get(val.get("CLASS", None), None)
if not _class:
TKmsg.showerror("Error loading save",f"Failed to load {key}.\n Class {val} not found!")
ldata[key] = None
continue
try:
params = val.get("PARAMS")
for pkey, pval in params.items():
if pval == "GAME":
params[pkey] = self
newval = _class(**params)
except Exception as e:
TKmsg.showerror("Error loading save", f"Failed to recreate object.\n{e}")
ldata[key] = None
continue
else:
ldata[key] = newval
self.savedata = ldata
self.setdata("navdata", Navdata())
self.ui.draw_inventory(itemlist = self.getAllInventory())
if not fromTitle:
self.returnToMain = True
return True
def savegame(self):
res = self.ui.askSaveFile(False)
if not res:
return False
path, exists = res
if(exists):
if not TKmsg.askokcancel("Override save", "Do you wish to override this savefile?"):
return False
toSave = {}
toSave["version"] = self.version
_filter = ("navdata",)
try:
#For some reason there was a changed over iteration error.
#There is no reason that this should occour, nor any big consequences if it did in this case.
#To bypass, an iteration of a copy of savedata.keys() is used instead.
#for key, val in self.savedata.items():
keys = list(self.savedata.keys())
for key in keys:
val = self.savedata.get(key, None)
if key in _filter:
continue
#serialize objects
ToJSON = getattr(val, "ToJSON", None)
if callable(ToJSON):
val = val.ToJSON()
toSave[key] = val
self.setdata("version", self.version)
with open(path, "w+") as f:
json.dump(toSave, f)
f.close()
except Exception as e:
TKmsg.showerror("Error savign game", f"ERROR\n{e}")
return False
else:
return True
def update(self):
if self.destroyed:
sys.exit()
return
n = self.Navdata
if n.refresh:
self.ui.navmap.AreaName = self.Navdata.AreaName
knowledge = self.getdata("wheelC:knowledge", 0)
if knowledge < 1 or n.MapForceUnknown:
self.ui.navmap.BackImage = NAV_BACK_UNKNOWN
self.ui.navmap.LitImage = None
self.ui.navmap.DotState = None
else:
if knowledge < 2:
self.ui.navmap.BackImage = NAV_BACK_INTACT
else:
self.ui.navmap.BackImage = NAV_BACK_BROKEN
self.ui.navmap.LitImage = self.Navdata.MapLit
self.ui.navmap.PlaceDot(self.Navdata.MapRadians, self.Navdata.MapRadius)
if n.canmove:
self.ui.conf_navkeys(left=n.left, up=n.up, right=n.right, down=n.down)
else:
self.ui.conf_navkeys() #by default: all directions disabled.
n.refresh = False
try:
self.tkroot.update()
self.tkroot.update_idletasks()
except (TK.TclError):
return
if self.returnToMain:
self.returnToMain = False
raise ReturnToMain()
if self.returnToTitle:
self.returnToTitle = False
raise ReturnToTitle()
# retext runs format_map untill the text is formatted (or up to 5 times)
# Fills inn all the tags that may show up:
# game tags: example {game.PlayerSomething} - always starts with 'game.'
# story tags example {EPIC_PART_9} - Always all caps
# fragment parts {*OPTIONAL_3} - Always starts with star*
#
# Game tags gets data from the game state.
# Story tags gets data from the nerrative text,
# fragment tags gets data from the module code (usually a story tag that may alternate)
def retext(self, text:str, frags:dict):
if type(text) == str:
i = 0
reg = r'(?<=(?<!\{)\{)[^{}]*(?=\}(?!\}))'
while i < 5 and re.search(reg, text):
try:
text = text.format_map(formatdict(game = self, **self.story, **frags))
except ValueError as err:
print("ERR: There was something wrong with this text:")
print(text)
print(err)
break
i += 1
elif type(text) == list:
for i in range(len(text)):
text[i] = self.retext(text[i], frags)
return text
def deqeue(self):
data = DataInput.Make(self.ui.deqeue())
if data and data.Type == "game":
NotAddedYet()
return data
def runGeneral(self, call):
call = self.GeneralList.get(call)
if call:
try:
call()
except TypeError:
call(self)
else:
NotAddedYet()
def choose(self, _list, message = "{GAME_MAKECHOICE}", wait = False, frags = {}):
_list = self.retext(_list, frags)
message = self.retext(message, frags)
self.ui.draw_actions(label = message, actions = _list)
self.update()
if wait:
return self.wait()
def wait(self, cleanup = True):
data = None
while not data:
self.update()
data = self.deqeue()
if cleanup:
self.ui.draw_noactions()
return data
def waitfor(self, type, val, cleanup = True):
while True:
self.update()
data = self.deqeue()
if data and data[0] == type:
if cleanup:
self.ui.draw_noactions()
return data[1][0] == val
def yesno(self, message = "{GAME_PLEASESEL}", wait = True):
choices = [["True", "{YES}"], ["False", "{NO}"]]
self.choose(choices, message, False)
if wait:
return self.waitfor("action", "True")
return self.choose(choices, message)
def truefalse(self, message = "{GAME_PLEASESEL}", wait = True):
choices = [["True", "{TRUE}"], ["False", "{TRUE}"]]
self.choose(choices, message, False)
if wait:
return self.waitfor("action", "True")
return self.choose(choices, message, wait)
def textin(self, fields = [["Input", ""],], entertext = "ENTER", wait = False, frags = {}, **kwargs ):
entertext = self.retext(entertext, frags)
self.ui.draw_textinputs(fields = fields, entertext = entertext, **kwargs)
if wait:
return self.wait()
def showtext(self, txt:str, frags:dict = {}):
txt = self.retext(txt, frags)
self.ui.writeToDisplay(txt)
self.update()
def rolltext(self, txt:str, linepause:float = 0.1, frags:dict = {}):
txt = self.retext(txt, frags)
lines = txt.splitlines()
for l in lines:
self.showtext(l)
time.sleep(linepause)
self.showtext("") #a single line-shift in the end, to break things up.
#runs as rolltext, but yields if an input is pressed.
#For use in skippable text, and/or some action can be done while it runs.
#Yields first the input data, then the list and next index.
def rolltextWait(self, txt:str, linepause:float = 0.1, frags:dict = {}):
txt = self.retext(txt, frags)
lines = txt.splitlines()
for i in len (lines):
l = lines[i]
data = self.deqeue()
if data:
yield data
yield ("rolltexthalt", (lines, i))
self.ui.writeToDisplay(l)
self.update()
time.sleep(linepause)
self.showtext("") #a single line-shift in the end, to break things up.
#region dictionaries
def getGenderedRole(self, role:str, gender:str) -> str:
fallback:str = gender + " " + role
gendered_role:dict = {
"spouse" : {"male":self.story["HUSBAND"], "female":self.story["WIFE"]},
"sibling" : {"male":self.story["BROTHER"], "female":self.story["SISTER"]}
}
ret:dict = gendered_role.get(role, {})
return ret.get(gender, fallback)
def roleCounterpart(self, role) -> str:
counterRole = {
"spouse" : "sibling",
"sibling" : "spouse"
}
return counterRole.get(role, "")
#endregion dictionaries
#region setters and getters.
def getdata(self, key, default = None):
if type(key) in (tuple, list):
d = self.savedata
for k in key:
d = d.get(k, default)
if type(d) != dict:
break
return self.savedata.get(key, default)
def setdata(self, key, value):
self.savedata[key] = value
def setInventory(self, key:str, value):
inv = self.getdata("inventory", {})
inv[key] = value
self.setdata("inventory", inv)
self.ui.draw_inventory(itemlist = self.getAllInventory())
def getInventory(self, item:str):
inv = self.getdata("inventory", {})
return inv.get(item, None)
def getAllInventory(self):
return self.getdata("inventory", {})
def setGameover(self, reason):
self.setdata("GAME OVER", reason)
def getGameover(self):
return self.getdata("GAME OVER")
@property
def Navdata(self):
return self.getdata("navdata")
#NOTE: remove hasGender and hasName?
@property
def hasGender(self)->bool:
return self.getdata("gender") != None
@property
def hasName(self)->bool:
return self.getdata("name") != None
@property
def FemaleFam(self):
f = self.getdata("femalefam")
if not f:
self.defaultFam()
return self.FemaleFam
return f
@property
def MaleFam(self):
f = self.getdata("malefam")
if not f:
self.defaultFam()
return self.MaleFam
return f
@property
def Spouse(self):
return self.getFamByRole("spouse")
def Sibling(self):
return self.getFamByRole("sibling")
def getFamByRole(self, role):
if self.FemaleFam.role == role:
return self.FemaleFam
else:
return self.MaleFam
def defaultFam(self):
m:FamPerson = self.getdata("malefam")
f:FamPerson = self.getdata("femalefam")
randRole1 = random.choice(("spouse", "sibling"))
randRole2 = self.roleCounterpart(randRole1)
if (m or f) == None:
m = FamPerson(self, "male", "Jeff", randRole1)
f = FamPerson(self, "female", "Klara", randRole2)
elif m:
f = FamPerson(self, "female", "Klara", m.RoleCounterpart)
elif f:
m = FamPerson(self, "male", "Jeff", f.RoleCounterpart)
self.setdata("malefam", m)
self.setdata("femalefam", f)
def setFemaleFam(self, role:str, name:str = "Klara"):
f = self.getdata("femalefam", FamPerson(self, "female", None, None))
f.name = name
f.role = role
self.setdata("femalefam", f)
def setMaleFam(self, role:str, name:str = "Jeff"):
m = self.getdata("malefam", FamPerson(self, "male", None, None))
m.name = name
m.role = role
self.setdata("malefam", m)
@property
def PlayerName(self)->str:
return self.getdata("name", "Inkon Nito")
@property
def PlayerGender(self)->str:
g = self.getdata("gender")
if not g:
g = random.choices(("male", "female"))
self.setdata("gender", g)
return g
@property
def place(self):
return self.getdata("place")
@property
def prevPlace(self):
return self.getdata("prevplace")
@place.setter
def place(self, val:str):
self.setdata("prevplace", self.place)
self.setdata("place", val)
#endregion setters and getters
#region counters
#get counter fetches a counterdata or creates a new empty one.
def getCounter(self, counterName):
return self.getdata(counterName, Counterdata(self, enabled = False, call = None, value = 0))
# set counter sets or resets data for a counter
def setCounter(self, counterName, counterCall, counterInit = 0):
counter = self.getCounter(counterName)
counter.enabled = True
counter.call = counterCall
counter.value = counterInit
#updates the value of a counter
def updateCounter(self, counterName, val:int):
counter = self.getCounter(counterName)
if counter.enabled:
counter.value += val
return self.runGeneral(counter.call)
return "inactive"
#sets counter enabled to false, runs its call one last time.
def endCounter(self, counterName):
counter = self.getCounter(counterName)
p_enabled = counter.enabled
counter.enabled = False
if p_enabled:
return self.runGeneral(counter.call)
return "inactive"
#endregion counters
#region general_functions
def onReactorCTime(self):
c = self.getCounter("reactorC")
if not c.enabled:
return "safe"
if c.value <= 0:
self.showtext("Placeholder - something something you just died due to a reactor meltdown!")
self.setGameover("You wasted too much time! You're kinda dead now")
return "death"
return "safe"
def runCredits(self):
self.rollArt("title", 0.05)
self.rollArt("credits", 0.1)
#endregion general_functions
def rollArt(self, artname, linepause:float = 0.1):
f = open(f"{artname}.txt", 'r', encoding="utf-8")
artText = f.read()
self.rolltext(artText, linepause)
f.close()
#Gettexter generates a function T as a shortcut for getting text from game.story.
#This intended for use by other modules.
def Gettexter(game:Game):
def T(storytag:str)->str:
fallback = "(({0}))".format(storytag)
return game.story.get(storytag, fallback)
return T
class OptionList(list):
def GetAct(self, indTag):
if type(indTag) == ActDataInput:
indTag = indTag.index
elif type(indTag) != int:
indTag = self.GetInd(indTag)
if indTag not in range(self.Len):
return None
try:
return self[indTag][2]
except:
return None
def RunAct(self, indTag, **kwargs):
try:
return self.GetAct(indTag)(**kwargs)
except:
return None
def GetInd(self, tag):
for i in range(self.Len):
if self[i][0] == tag:
return i
return -1
def MoveItemFront(self, tag):
i = self.GetInd(tag)
if i == -1:
return False
opt = self.pop(i)
self.insert(0, opt)
def MoveItemBack(self, tag):
i = self.GetInd(tag)
if i == -1:
return False
opt = self.pop(i)
self.append(0, opt)
#wraps random.shuffle
def Randomize(self, r:float = None):
random.shuffle(self, r)
@property
def Len(self):
return len(self)
class Counterdata:
def __init__(self, game:Game, **args):
self.enabled = args.get("enabled", False)
self.call = args.get("call", None)
self.value = args.get("value", 0)
self.game = game
class FamPerson:
def __init__(self, game:Game, gender:str, name:str, role:str):
self.gender = gender
self.name = name
self.role = role
self.game = game
@property
def GenderedRole(self):
return self.game.getGenderedRole(self.role, self.gender)
@property
def GenderedRolePlayer(self):
return self.game.getGenderedRole(self.role, self.game.PlayerGender)
@property
def RoleCounterpart(self):
return self.game.roleCounterpart(self.role)
def ToJSON(self):
return {
"CLASS" : "FamPerson",
"PARAMS" : {
"game" : "GAME",
"gender": self.gender,
"name" : self.name,
"role" : self.role,
}
}
class Navdata:
def __init__(self, **args):
#boolean - enabled or disabled!
#by default, all are disabled.
self.__up = args.get("up", False)
self.__left = args.get("left", False)
self.__right = args.get("right", False)
self.__down = args.get("down", False)
#special flag for when all nav keys are disabled (maybe becouse of some event)
self.__closed = args.get("closed", False)
#Custom labels for each direction.
self.text_left = args.get("text_left", u"\u2190")
self.text_up = args.get("text_up", u"\u2191")
self.text_right = args.get("text_right", u"\u2192")
self.text_down = args.get("text_down", u"\u2193")
self.__areaName = args.get("areaname", "UNKNOWN AREA")
self.__mapRadians = args.get("mapradians", 0.0)
self.__mapRadius = args.get("mapradius", 50)
self.__mapLit = args.get("maplit", None)
self.__mapForceUnknown = args.get("mapforceunknown", False)
self.cleanxyz()
self.refresh = True
@property
def canmove(self):
if self.closed:
return False
return self.up or self.left or self.right or self.down
#X, Y and Z are varables for use by the active code/place to keep its place.
def cleanxyz(self):
self.x = 0
self.y = 0
self.z = 0
def cleantextdirs(self):
self.text_left = u"\u2190"
self.text_up = u"\u2191"
self.text_right = u"\u2192"
self.text_down = u"\u2193"
#region getters
@property
def up(self)->bool:
return self.__up
@property
def left(self)->bool:
return self.__left
@property
def right(self)->bool:
return self.__right
@property
def down(self)->bool:
return self.__down
@property
def closed(self)->bool:
return self.__closed
@property
def AreaName(self):
return self.__areaName
@property
def MapRadians(self):
return self.__mapRadians
@property
def MapRadius(self):
return self.__mapRadius
@property
def MapLit(self):
return self.__mapLit
@property
def MapForceUnknown(self):
return self.__mapForceUnknown
#endregion getters
#region setters
@up.setter
def up(self, val):
self.__up = val
self.refresh = True
@left.setter
def left(self, val):
self.__left = val
self.refresh = True
@right.setter
def right(self, val):
self.__right = val
self.refresh = True
@down.setter
def down(self, val):
self.__down = val
self.refresh = True
@closed.setter
def closed(self, val):
self.__closed = val
self.refresh = True
@AreaName.setter
def AreaName(self, val):
self.__areaName = val
self.refresh = True
@MapRadians.setter
def MapRadians(self, val):
self.__mapRadians = val
self.refresh = True
@MapRadius.setter
def MapRadius(self, val):
self.__mapRadius = val
self.refresh = True
@MapLit.setter
def MapLit(self, val):
self.__mapLit = val
self.refresh = True
@MapForceUnknown.setter
def MapForceUnknown(self, val):
self.__mapForceUnknown = val
self.refresh = True
def setdir(self, dir:str, val:bool):
if dir == "up":
self.up = val
elif dir == "left":
self.left = val
elif dir == "right":
self.right = val
elif dir == "down":
self.down = val
def resetDirs(self):
self.up = False
self.down = False
self.left = False
self.right = False
#endregion setters
class PlaceRunner:
def __init__(self, game:Game):
self.game:Game = game
self.running = False
self.nav:Navdata = game.Navdata
def stop(self):
self.running = False
class PlaceRunner1D(PlaceRunner):
def __init__(self, game:Game, axis:str = 'x', minusDir = "left", plusDir = "right"):
super().__init__(game)
self.nodes:List[PlaceNode] = []
self.axis = axis
self.minusDir = minusDir
self.plusDir = plusDir
self.frags = []
def run(self):
if len(self.nodes) == 0:
print("ERR: place has no nodes!")
return
#ensure the nav is open
self.nav.closed = False
self.nav.resetDirs()
# ensure the index is valid.
self.index = self.index
self.running = True
while self.running:
i:int = self.index
n:PlaceNode = self.nodes[i]
self.nav.setdir(self.minusDir, i > 0)
self.nav.setdir(self.plusDir, i < len(self.nodes)-1)
self.nav.AreaName = n.areaName
self.nav.MapRadians = n.navRadian
self.nav.MapRadius = n.navRadius
if len (n.actions) > 0:
self.game.choose(n.actions, "")
data:ActDataInput = self.game.wait()
if data.Type == "action":
actIndex = data.index
self.runaction(n.actions[actIndex])
elif data[0] == "nav":
previndex = self.index
if data[1] == self.minusDir:
self.index -= 1
elif data[1] == self.plusDir:
self.index += 1
self.onTravel(previndex)
def indexofnode(self, nodeid:str):
for i in range(len(self.nodes)):
if self.nodes[i].id == nodeid:
return i
return None
#should be overritten
def runaction(self, action):
if len(action) > 2:
action[2]()
else:
print("Unhandled call to run " + action[0])
def onTravel(self, previndex:int):
pass
@property
def index(self):
if self.axis == 'x':
return self.nav.x
elif self.axis == 'y':
return self.nav.y
elif self.axis == 'z':
return self.nav.z
else:
return None
@index.setter
def index(self, val):
if type(val) == str:
val = self.indexofnode(val)
if val == None:
return
i = val % len(self.nodes)
if self.axis == 'x':
self.nav.x = i
elif self.axis == 'y':
self.nav.y = i
elif self.axis == 'z':
self.nav.z = i
class DataInput(list):
@staticmethod
def Make(dataInput):
if not dataInput:
return None
elif dataInput[0] == "action":
return ActDataInput(dataInput)
elif dataInput[0] == "text":
return TextinDataInput(dataInput)
elif dataInput[0] == "nav":
return NavDataInput(dataInput)
elif dataInput[0] == "game":
return GameMenuInput(dataInput)
else:
return DataInput(dataInput)
def __init__(self, dataInput):
super().__init__(dataInput)
@property
def Data(self):
return self[1]
@property
def Type(self):
return self[0]
class ActDataInput(DataInput):
def __init__(self, data):
super().__init__(data)
@property
def index(self)->int:
return self.Data[1]
@property
def tag(self)->str:
return self.Data[0]
class TextinDataInput(DataInput):
def __init__(self, data):
super().__init__(data)
class NavDataInput(DataInput):
def __init__(self, data):
super().__init__(data)
class GameMenuInput(DataInput):
def __init__(self, data):
super().__init__(data)
class PlaceNode:
def __init__(self, game:Game, _id:str, areaName:str, navRadius:int, navRadian:float, actions:list):
self.game = game
self.id = _id
self.areaName = areaName
self.navRadius = navRadius
self.navRadian = navRadian
self.actions = actions
class formatdict(dict):
def __missing__(self, key):
return "{"+key+"}"
def NotAddedYet():
TKmsg.showwarning("WOOPS..","Sorry, that feature is not added yet.\nPlease be impatient.\nI am very lazy, and need the pressure.")