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13 Commits

Author SHA1 Message Date
40b00a71dc More linting 2025-06-24 06:07:45 +01:00
db943fef5a Started to implement punish() 2025-06-24 06:07:37 +01:00
c7156112dc Started to implement popup() 2025-06-24 06:07:23 +01:00
8893fd90c6 Separated some functinos into different "front end" and "back end" sides 2025-06-24 06:06:21 +01:00
9d6f775ab9 Linted code, added documentation 2025-06-24 06:04:20 +01:00
a9d95c65cb Updated dependencies in preparation for self.popup() 2025-06-24 06:02:09 +01:00
28f9c01f14 Added more notes / todos 2025-06-23 22:20:36 +01:00
24d6addc24 Added note 2025-06-23 21:18:59 +01:00
c0ebfa42b7 Added more TODOs for me (: 2025-06-23 20:37:52 +01:00
44696a0ac3 Added TODO for me to deal with later 2025-06-23 20:10:55 +01:00
1686e53b28 Did more unforgivable sins 2025-06-23 14:45:29 +01:00
132cfab990 Started work on turn based systems 2025-06-23 12:30:39 +01:00
c2db8b386e Added TODO 2025-06-22 20:01:19 +01:00
5 changed files with 151 additions and 15 deletions

2
TODO.md Normal file
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@ -0,0 +1,2 @@
# TODO
- Add turn / round based systems

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@ -7,4 +7,4 @@ name = "gameUtils"
version = "1.0.0"
description = "A set of utilities to make the game development process less painful (despite the organisation name) and more unified."
authors = [{ name = "Brosef" }]
dependencies = ["pygame-ce"]
dependencies = ["pygame-ce", "pygame_gui"]

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@ -5,3 +5,5 @@ from .anim import AnimatedObject
from .events import AnimStart
from .events import AnimFinish
from .events import Timeout
from .turns import BaseTurnHandler
from .turns import RoundTable

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@ -1,9 +1,11 @@
from .events import Timeout
from .anim import AnimatedObject
import NoPELib
import tomllib
import time
import NoPELib
from .events import Timeout
from .anim import AnimatedObject
class Game:
def __init__(self, surface):
"""
@ -21,22 +23,54 @@ class Game:
self.pm = NoPELib.PlayersManager(self.cfg['name'], playersPath='../players.json')
# Holds all the timeouts that haven't been fired yet
self._timeouts = []
# The following are used by self.popup() to halt some events
self._haltUpdate = False
self._haltEvents = False
# Will become a pygame.Surface with the popup contents
self._popupMenu = None
def update(self):
"""
Updates some core things in the background.
Intended to be overridden by the game developer.
See BaseGame for documentation.
"""
def _update(self):
"""
Updates some core things in the background, and calls update()
"""
# Handle timeouts
for timeout in self._timeouts.copy():
if timeout.fireOn <= time.perf_counter():
self.onEvent(timeout)
self._timeouts.remove(timeout)
# Game update
if not self._haltUpdate:
self.update()
# TODO: Draw things like debug menu, etc.
def onEvent(self, event):
pass
"""
Intended to be overridden by the game developer.
See BaseGame for documentation.
"""
def _onEvent(self, event):
"""
Updates some core things in the background, and calls onEvent()
"""
if not self._haltEvents:
self.onEvent(event)
def close(self):
pass
"""
Intended to be overridden by the game developer.
See BaseGame for documentation.
"""
def createAnimObj(self, *args, **kwargs):
"""
@ -62,16 +96,45 @@ class Game:
self._timeouts.append(Timeout(id, time.perf_counter()+delay))
def awaitingTimeout(self, id: str):
def awaitingTimeout(self, timeoutID: str):
"""
Tells you if a timeout ID is on the timeout stack.
Args:
id (str): The timeout ID.
timeoutID (str): The timeout ID.
Returns:
bool: True if there is a timeout with that ID
ID on the stack, False otherwise.
"""
return any([timeout.timeoutID == id for timeout in self._timeouts])
return any(timeout.timeoutID == timeoutID for timeout in self._timeouts)
def popup(self, title: str, text: str, haltUpdate: bool=False, haltEvents: bool=True):
"""
Pops up a dialogue box.
Args:
title (str): The big "title" text to be displayed.
text (str): The main body text to be displayed.
haltUpdate (bool): If True, the games update() method will not be called until
the popup is dismissed. Default: False.
haltEvents (bool): If True, the games onEvent() method will not be called until
the popup is dismissed. Default: True.
"""
self._haltUpdate = haltUpdate
self._haltEvents = haltEvents
def punish(self, player, intensity: float):
"""
Handles punishing players for most games.
Handles games preferences on PDO order?
Handles auto popups for messaged events.
Args:
player (NoPELib.Player): The player to punish.
intensity (float): The intensity to punish the player.
"""

69
src/gameUtils/turns.py Normal file
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@ -0,0 +1,69 @@
# TODO: Add a variable for the game developers to see if pain is "avaialbe",
# I.E. has the shocker been passed to the next player.
# Also add a pop-up, probably using pygame-gui, to tell the player
# to pass the shocker to the next person.
# NOTE: Each expansion is assigned multiple players, if an expansion has a tag
# such as "ONE_PERSON_ONLY", it means that when the game developer wants
# to go to the next player, it must self.notify() the players to pass the
# physical object around.
# NOTE: That tag IS NOT a part of NoPE-Lib or PDO-Lib. It simply acts as an
# identifier for games to use.
# TODO: Add player config editor.
class BaseTurnHandler:
def __init__(self, playersManager):
"""
The base turn handler metaclass, used to create round
handlers such as round table.
"""
self._pm = playersManager
# The current turn number (0 based)
self.turn = 0
# The maximum number of turns
self.turns = len(self._pm)
# The current round number (0 based)
self.round = 0
# Which players are playing in this turn
self.playing = []
def next(self):
raise NotImplementedError
class RoundTable(BaseTurnHandler):
"""
A simple "round table" round system.
"""
# TODO: Add some kind of implementation with NoPE
# to determain if we actually need to re-assign PDOs.
def __init__(self, teamSize: int, *args, **kwargs):
"""
"""
super().__init__(*args, **kwargs)
if teamSize > len(self._pm):
raise Exception('Too little players for specified team size.') # TODO: Custom exception
self.teamSize = teamSize
self.turns //= self.teamSize
self.turn -= 1
self.next()
def next(self):
"""
Oh god I hate it.
"""
self.turn += 1
if self.turn >= self.turns:
self.turn -= self.turns
self.round += 1
self.playing = []
playerNames = list(self._pm.keys())
for i in range(self.teamSize):
self.playing.append(self._pm[playerNames[(i+self.turn)%len(playerNames)]])
return self.playing