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@ -4,7 +4,7 @@ build-backend = "setuptools.build_meta"
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[project]
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name = "gameUtils"
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version = "0.0.1.dev0"
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version = "1.0.0"
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description = "A set of utilities to make the game development process less painful (despite the organisation name) and more unified."
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authors = [{ name = "Brosef" }]
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dependencies = ["pygame-ce"]
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dependencies = ["pygame-ce", "pygame_gui"]
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@ -4,3 +4,6 @@ from .anim import AnimationHandler
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from .anim import AnimatedObject
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from .events import AnimStart
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from .events import AnimFinish
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from .events import Timeout
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from .turns import BaseTurnHandler
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from .turns import RoundTable
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@ -1,5 +1,12 @@
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from .anim import AnimatedObject
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import tomllib
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import time
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import NoPELib
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import pygame
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from .events import Timeout
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from .anim import AnimatedObject
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from .utils import centre
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class Game:
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def __init__(self, surface):
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@ -10,21 +17,169 @@ class Game:
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surface (pygame.Surface): The surface the game devs draw on.
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"""
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self.surf = surface
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self.size = self.surf.size
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self.pm = None
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with open('./game.toml', 'r') as f:
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self.cfg = tomllib.loads(f.read())
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# The surface that gets drawn by the launcher.
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# Contains the game surface, and overlays.
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self._surf = surface
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# The games serface
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self.surf = pygame.Surface(self._surf.size)
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self.size = self.surf.size
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# Used for time delta, stores when the last frame was drawn
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self._lastFrame = time.perf_counter()
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# How many seconds it's been between frames
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self.timeDelta = 0
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# Pre-render semi-transparent black surface
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self._dimSurf = pygame.Surface(self._surf.size)
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self._dimSurf.set_alpha(128)
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pygame.draw.rect(self._dimSurf, (50, 50, 50), (0, 0, self.size[0], self.size[1]))
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self.pm = NoPELib.PlayersManager(self.cfg['name'], playersPath='../players.json')
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# Holds all the timeouts that haven't been fired yet
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self._timeouts = []
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# The following are used by self.popup() to halt some events
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self._haltUpdate = False
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self._haltEvents = False
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# Will become a pygame.Surface with the popup contents
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self._popupMenu = None
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def update(self):
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pass
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"""
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Intended to be overridden by the game developer.
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See BaseGame for documentation.
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"""
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def _update(self):
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"""
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Updates some core things in the background, and calls update()
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"""
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# Handle timeouts
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for timeout in self._timeouts.copy():
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if timeout.fireOn <= time.perf_counter():
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self.onEvent(timeout)
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self._timeouts.remove(timeout)
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# Game update
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if not self._haltUpdate:
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self.update()
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# Draw the game surface onto the main surface
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self._surf.blit(self.surf, (0, 0))
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# If there's a popup
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if self._popupMenu is not None:
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# Dim the screen
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self._surf.blit(self._dimSurf, (0, 0))
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self._surf.blit(centre(self._popupMenu, self.size), (0, 0))
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self.timeDelta = time.perf_counter() - self._lastFrame
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self._lastFrame = time.perf_counter()
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def onEvent(self, event):
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pass
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"""
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Intended to be overridden by the game developer.
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See BaseGame for documentation.
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"""
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def _onEvent(self, event):
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"""
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Updates some core things in the background, and calls onEvent()
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"""
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if not self._haltEvents:
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self.onEvent(event)
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if event.type == pygame.KEYDOWN and self._popupMenu is not None:
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if event.key == 13 and event.mod & 0b10000000: # R-CTRL + ENTER
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self._popupMenu = None
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self._haltUpdate = False
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self._haltEvents = False
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def close(self):
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pass
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"""
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Intended to be overridden by the game developer.
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See BaseGame for documentation.
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"""
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def createAnimObj(self, *args, **kwargs):
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"""
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Creates an animated object.
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Args:
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objectID (str): The ID of the object.
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baseFrame (str): The path to the base frame.
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"""
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return AnimatedObject(self, *args, **kwargs)
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def timeout(self, id: str, delay: float):
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"""
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Fires a Timeout event with the specified ID
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after the specified delay.
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Args:
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id (str): The timeout ID.
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delay (float): How long (in seconds)
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to wait before firing.
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"""
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self._timeouts.append(Timeout(id, time.perf_counter()+delay))
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def awaitingTimeout(self, timeoutID: str):
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"""
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Tells you if a timeout ID is on the timeout stack.
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Args:
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timeoutID (str): The timeout ID.
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Returns:
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bool: True if there is a timeout with that ID
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ID on the stack, False otherwise.
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"""
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return any(timeout.timeoutID == timeoutID for timeout in self._timeouts)
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def popup(self, title: str, message: str, haltUpdate: bool=False, haltEvents: bool=True):
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"""
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Pops up a dialogue box.
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Args:
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title (str): The big "title" text to be displayed.
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message (str): The main body text to be displayed.
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haltUpdate (bool): If True, the games update() method will not be called until
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the popup is dismissed. Default: False.
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haltEvents (bool): If True, the games onEvent() method will not be called until
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the popup is dismissed. Default: True.
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"""
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POPUP_MARGINS = 10
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FONT_BIG = pygame.font.SysFont('', 50)
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FONT_NORM = pygame.font.SysFont('', 32)
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titleSurf = FONT_BIG.render(title, True, (128, 128, 128))
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messageSurf = FONT_NORM.render(message, True, (128, 128, 128))
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w = max(titleSurf.get_width(), messageSurf.get_width())
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w += POPUP_MARGINS*2
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h = titleSurf.get_height() + messageSurf.get_height()
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h += POPUP_MARGINS*3
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self._haltUpdate = haltUpdate
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self._haltEvents = haltEvents
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self._popupMenu = pygame.Surface((w, h))
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self._popupMenu.fill((0, 0, 0))
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self._popupMenu.blit(centre(titleSurf, (w, titleSurf.get_height())), (0, POPUP_MARGINS))
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self._popupMenu.blit(centre(messageSurf, (w, messageSurf.get_height())), (0, titleSurf.get_height()+POPUP_MARGINS*2))
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def punish(self, player, intensity: float):
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"""
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Handles punishing players for most games.
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Handles games preferences on PDO order?
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Handles auto popups for messaged events.
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Args:
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player (NoPELib.Player): The player to punish.
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intensity (float): The intensity to punish the player.
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"""
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@ -1,3 +1,5 @@
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import time
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class _event:
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def __init__(self):
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self.type = self.__class__
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@ -19,3 +21,16 @@ class AnimFinish(_event):
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def __repr__(self):
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return f'<AnimFinish | {self.objectID=} | {self.animationID=}>'
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class Timeout(_event):
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def __init__(self, timeoutID, fireOn):
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super().__init__()
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# The timeout ID specified by the user
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self.timeoutID = timeoutID
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# When the event should be fired
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self.fireOn = fireOn
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# When it was created
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self.created = time.perf_counter()
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def __repr__(self):
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return f'<Timeout | {self.timeoutID=} | {self.fireOn=} | {self.created=}>'
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69
src/gameUtils/turns.py
Normal file
69
src/gameUtils/turns.py
Normal file
@ -0,0 +1,69 @@
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# TODO: Add a variable for the game developers to see if pain is "avaialbe",
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# I.E. has the shocker been passed to the next player.
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# Also add a pop-up, probably using pygame-gui, to tell the player
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# to pass the shocker to the next person.
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# NOTE: Each expansion is assigned multiple players, if an expansion has a tag
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# such as "ONE_PERSON_ONLY", it means that when the game developer wants
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# to go to the next player, it must self.notify() the players to pass the
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# physical object around.
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# NOTE: That tag IS NOT a part of NoPE-Lib or PDO-Lib. It simply acts as an
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# identifier for games to use.
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# TODO: Add player config editor.
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class BaseTurnHandler:
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def __init__(self, playersManager):
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"""
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The base turn handler metaclass, used to create round
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handlers such as round table.
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"""
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self._pm = playersManager
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# The current turn number (0 based)
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self.turn = 0
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# The maximum number of turns
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self.turns = len(self._pm)
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# The current round number (0 based)
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self.round = 0
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# Which players are playing in this turn
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self.playing = []
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def next(self):
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raise NotImplementedError
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class RoundTable(BaseTurnHandler):
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"""
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A simple "round table" round system.
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"""
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# TODO: Add some kind of implementation with NoPE
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# to determain if we actually need to re-assign PDOs.
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def __init__(self, teamSize: int, *args, **kwargs):
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"""
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"""
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super().__init__(*args, **kwargs)
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if teamSize > len(self._pm):
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raise Exception('Too little players for specified team size.') # TODO: Custom exception
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self.teamSize = teamSize
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self.turns //= self.teamSize
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self.turn -= 1
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self.next()
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def next(self):
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"""
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Oh god I hate it.
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"""
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self.turn += 1
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if self.turn >= self.turns:
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self.turn -= self.turns
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self.round += 1
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self.playing = []
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playerNames = list(self._pm.keys())
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for i in range(self.teamSize):
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self.playing.append(self._pm[playerNames[(i+self.turn)%len(playerNames)]])
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return self.playing
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@ -1,14 +1,21 @@
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import pygame
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def centre(surface: pygame.Surface, rect: tuple[int, int, int, int]) -> pygame.Surface:
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def centre(surface: pygame.Surface, size: tuple[int, int]) -> pygame.Surface:
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"""
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Centres a surface within a given rectangle.
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Args:
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surface: The surface to be centred.
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rect: The rectangle the surface will be centred in.
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size: The size of the rectangle the surface will be centred in.
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Returns:
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pygame.Surface
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"""
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pass
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surf = pygame.Surface(size, pygame.SRCALPHA, 32)
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offX = surf.size[0]//2 - surface.size[0]//2
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offY = surf.size[1]//2 - surface.size[1]//2
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surf.blit(surface, (offX, offY))
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return surf
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Reference in New Issue
Block a user