Example #1
0
    def __init__(self, character, config, screen, action_factory, parent):
        """
        Default constructor
        """
        super(InventoryScreen, self).__init__()

        self.character = character
        self.config = config
        self.screen = screen.subwin(20, 75, 2, 2)
        self.inventory_controller = InventoryController(
            character, action_factory)
        self.parent = parent

        self.keys = [
            'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
            'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
            'A', 'B', 'C', 'D'
        ]
Example #2
0
    def __init__(self, surface_manager, character, action_factory, config,
                 parent):
        """
        Default constructor
        """
        super(InventoryWidget, self).__init__(parent)

        self.surface_manager = surface_manager
        self.character = character
        self.action_factory = action_factory
        self.config = config
        self.items_carried = None
        self.items_in_ground = None
        self.item_description = None
        self.character_inventory = None

        self.inventory_controller = InventoryController(
            character, action_factory)

        self.__set_layout(surface_manager, character, config)
Example #3
0
    def __init__(self, character, config, screen, action_factory,
                 parent):
        """
        Default constructor
        """
        super(InventoryScreen, self).__init__()

        self.character = character
        self.config = config
        self.screen = screen.subwin(20, 75, 2, 2)
        self.inventory_controller = InventoryController(character,
                                                        action_factory)
        self.parent = parent

        self.keys = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
                     'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
                     'u', 'v', 'w', 'x', 'y', 'z', 'A', 'B', 'C', 'D']
Example #4
0
    def __init__(self, surface_manager, character, action_factory,
                 config, parent):
        """
        Default constructor
        """
        super(InventoryWidget, self).__init__(parent)

        self.surface_manager = surface_manager
        self.character = character
        self.action_factory = action_factory
        self.config = config
        self.items_carried = None
        self.items_in_ground = None
        self.item_description = None
        self.character_inventory = None

        self.inventory_controller = InventoryController(character,
                                                        action_factory)

        self.__set_layout(surface_manager, character, config)
Example #5
0
class InventoryScreen():
    """
    Class for displaying inventero screen

    .. versionadded:: 0.9
    """
    @log_debug
    def __init__(self, character, config, screen, action_factory,
                 parent):
        """
        Default constructor
        """
        super(InventoryScreen, self).__init__()

        self.character = character
        self.config = config
        self.screen = screen.subwin(20, 75, 2, 2)
        self.inventory_controller = InventoryController(character,
                                                        action_factory)
        self.parent = parent

        self.keys = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j',
                     'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
                     'u', 'v', 'w', 'x', 'y', 'z', 'A', 'B', 'C', 'D']

    @log_debug
    def _draw_screen(self):
        """
        Update the screen
        """
        self.screen.clear()
        self.screen.border()

        for index, item in enumerate(self.character.inventory):
            if index < 15:
                column = 1
                row = 1 + index
            else:
                column = 37
                row = 1 + index - 15

            self.screen.addstr(row, column,
                               '{0} {1}'.format(self.keys[index],
                                                item.get_name(self.character,
                                                              True)))

        self.screen.refresh()

    @log_info
    def show(self):
        """
        Show inventory screen
        """
        running = 1
        self._draw_screen()

        while running == 1:
            item = None
            key = chr(self.screen.getch())
            if key in ['u', 'r', 'd', 'i']:
                self.screen.addstr(0, 2, 'select item')
                item_key = chr(self.screen.getch())
                if item_key in self.keys:
                    index = self.keys.index(item_key)
                    if index < len(self.character.inventory):
                        item = self.character.inventory[index]

                if item is not None:
                    if key == 'u':
                        self.inventory_controller.use_item(item)
                    elif key == 'r':
                        self.inventory_controller.unequip_item(item)
                    elif key == 'd':
                        self.inventory_controller.drop_item(item)
                    elif key == 'i':
                        self.screen.border()
                        self.screen.addstr(0, 2, 'press key to continue')
                        self.screen.refresh()
                        self._show_detailed_info(item, self.character)
            elif key == ' ':
                running = 0

            self._draw_screen()
            self.parent.refresh()

    @log_debug
    def _show_detailed_info(self, item, character):
        """
        Show detailed information screen for item

        :param item: item to show
        :type item: Item
        """
        new_screen = self.screen.derwin(18, 73, 1, 1)
        new_screen.clear()

        new_screen.addstr(0, 0, self.inventory_controller.item_description(item))

        new_screen.refresh()

        chr(new_screen.getch())
Example #6
0
class InventoryWidget(QWidget):
    """
    Widget for showing inventory

    .. versionadded:: 0.5
    """
    def __init__(self, surface_manager, character, action_factory, config,
                 parent):
        """
        Default constructor
        """
        super(InventoryWidget, self).__init__(parent)

        self.surface_manager = surface_manager
        self.character = character
        self.action_factory = action_factory
        self.config = config
        self.items_carried = None
        self.items_in_ground = None
        self.item_description = None
        self.character_inventory = None

        self.inventory_controller = InventoryController(
            character, action_factory)

        self.__set_layout(surface_manager, character, config)

    ItemPickedUp = pyqtSignal(Item, name='ItemPickedUp')
    ItemDropped = pyqtSignal(Item, name='ItemDropped')

    def __set_layout(self, surface_manager, character, config):
        """
        Set layout of this widget
        """
        main_layout = QHBoxLayout()

        left_side = QVBoxLayout()
        self.character_inventory = CharacterInventoryWidget(
            surface_manager, character, config, self)
        self.character_inventory.ItemActionA.connect(self.unwield_weapon)
        self.character_inventory.ItemActionB.connect(self.unwield_weapon)

        self.item_description = ItemDescriptionWidget(self)
        left_side.addWidget(self.character_inventory)
        left_side.addWidget(self.item_description)

        right_side = QVBoxLayout()
        self.items_carried = ItemBox(surface_manager=surface_manager,
                                     config=config,
                                     parent=self,
                                     width=6,
                                     height=6)
        self.items_carried.ItemFocused.connect(self.on_item_focused)
        self.items_carried.ItemActionA.connect(self.use_item)
        self.items_carried.ItemActionB.connect(self.drop_item)

        self.items_in_ground = ItemBox(surface_manager=surface_manager,
                                       config=config,
                                       parent=self,
                                       width=6,
                                       height=2)
        self.items_in_ground.ItemFocused.connect(self.on_item_focused)
        self.items_in_ground.ItemActionA.connect(self.pick_up_item)

        right_side.addWidget(self.items_carried)
        right_side.addWidget(self.items_in_ground)

        main_layout.addLayout(left_side)
        main_layout.addLayout(right_side)

        self.setLayout(main_layout)

        self.update_inventory()
        self.items_carried.items[0].setFocus(Qt.OtherFocusReason)

    def update_inventory(self):
        """
        Update items being displayed

        .. versionadded:: 0.6
        """
        self.items_carried.show_items(self.character.inventory)
        items = list(get_items(self.character.level, self.character.location))
        self.items_in_ground.show_items(items)
        self.character_inventory.show_character()

    def on_item_focused(self, item):
        """
        Handle item focused

        .. versionadded:: 0.6
        """
        description = self.inventory_controller.item_description(item)
        self.item_description.set_text(description)

    def focusNextPrevChild(self, next):  #pylint: disable-msg=C0103
        """
        Handle moving focus around the widget

        .. versionadded:: 0.7
        """
        if len([
                x for x in self.items_carried.items
                if x.display.objectName() == 'active_inventorybox'
        ]) > 0:
            focused = self.items_carried
        elif len([
                x for x in self.items_in_ground.items
                if x.display.objectName() == 'active_inventorybox'
        ]) > 0:
            focused = self.items_in_ground.items
        else:
            focused = self.character_inventory

        if focused == self.character_inventory:
            if next == True:
                self.items_carried.focus_on_first_row(0)
            else:
                self.items_in_ground.focus_on_bottom_row(0)
        elif focused == self.items_carried:
            if next == True:
                index = self.items_carried.get_current_column()
                self.items_in_ground.focus_on_first_row(index)
            else:
                self.character_inventory.focus_on_last_item()
        else:
            if next == True:
                self.character_inventory.focus_on_first_item()
            else:
                index = self.items_in_ground.get_current_column()
                self.items_carried.focus_on_bottom_row(index)

        return True

    def pick_up_item(self, item):
        """
        Pick up item

        .. versionadded:: 0.6
        """
        self.inventory_controller.pick_up_item(item)
        self.update_inventory()
        self.ItemPickedUp.emit(item)

    def drop_item(self, item):
        """
        Drop item

        .. versionadded:: 0.6
        """
        self.inventory_controller.drop_item(item)
        self.update_inventory()
        self.ItemDropped.emit(item)

    def use_item(self, item):
        """
        Use item in different ways, depending on the item

        .. versionadded:: 0.6
        """
        self.inventory_controller.use_item(item)
        self.update_inventory()

    def unwield_weapon(self, item):
        """
        Unwield current weapon

        .. versionadded:: 0.6
        """
        self.inventory_controller.unequip_item(item)
        self.update_inventory()
Example #7
0
class InventoryScreen():
    """
    Class for displaying inventero screen

    .. versionadded:: 0.9
    """
    @log_debug
    def __init__(self, character, config, screen, action_factory, parent):
        """
        Default constructor
        """
        super(InventoryScreen, self).__init__()

        self.character = character
        self.config = config
        self.screen = screen.subwin(20, 75, 2, 2)
        self.inventory_controller = InventoryController(
            character, action_factory)
        self.parent = parent

        self.keys = [
            'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
            'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
            'A', 'B', 'C', 'D'
        ]

    @log_debug
    def _draw_screen(self):
        """
        Update the screen
        """
        self.screen.clear()
        self.screen.border()

        for index, item in enumerate(self.character.inventory):
            if index < 15:
                column = 1
                row = 1 + index
            else:
                column = 37
                row = 1 + index - 15

            self.screen.addstr(
                row, column,
                '{0} {1}'.format(self.keys[index],
                                 item.get_name(self.character, True)))

        self.screen.refresh()

    @log_info
    def show(self):
        """
        Show inventory screen
        """
        running = 1
        self._draw_screen()

        while running == 1:
            item = None
            key = chr(self.screen.getch())
            if key in ['u', 'r', 'd', 'i']:
                self.screen.addstr(0, 2, 'select item')
                item_key = chr(self.screen.getch())
                if item_key in self.keys:
                    index = self.keys.index(item_key)
                    if index < len(self.character.inventory):
                        item = self.character.inventory[index]

                if item is not None:
                    if key == 'u':
                        self.inventory_controller.use_item(item)
                    elif key == 'r':
                        self.inventory_controller.unequip_item(item)
                    elif key == 'd':
                        self.inventory_controller.drop_item(item)
                    elif key == 'i':
                        self.screen.border()
                        self.screen.addstr(0, 2, 'press key to continue')
                        self.screen.refresh()
                        self._show_detailed_info(item, self.character)
            elif key == ' ':
                running = 0

            self._draw_screen()
            self.parent.refresh()

    @log_debug
    def _show_detailed_info(self, item, character):
        """
        Show detailed information screen for item

        :param item: item to show
        :type item: Item
        """
        new_screen = self.screen.derwin(18, 73, 1, 1)
        new_screen.clear()

        new_screen.addstr(0, 0,
                          self.inventory_controller.item_description(item))

        new_screen.refresh()

        chr(new_screen.getch())
Example #8
0
class InventoryWidget(QWidget):
    """
    Widget for showing inventory

    .. versionadded:: 0.5
    """
    def __init__(self, surface_manager, character, action_factory,
                 config, parent):
        """
        Default constructor
        """
        super(InventoryWidget, self).__init__(parent)

        self.surface_manager = surface_manager
        self.character = character
        self.action_factory = action_factory
        self.config = config
        self.items_carried = None
        self.items_in_ground = None
        self.item_description = None
        self.character_inventory = None

        self.inventory_controller = InventoryController(character,
                                                        action_factory)

        self.__set_layout(surface_manager, character, config)

    ItemPickedUp = pyqtSignal(Item, name='ItemPickedUp')
    ItemDropped = pyqtSignal(Item, name='ItemDropped')

    def __set_layout(self, surface_manager, character, config):
        """
        Set layout of this widget
        """
        main_layout = QHBoxLayout()

        left_side = QVBoxLayout()
        self.character_inventory = CharacterInventoryWidget(surface_manager,
                                                            character,
                                                            config,
                                                            self)
        self.character_inventory.ItemActionA.connect(self.unwield_weapon)
        self.character_inventory.ItemActionB.connect(self.unwield_weapon)

        self.item_description = ItemDescriptionWidget(self)
        left_side.addWidget(self.character_inventory)
        left_side.addWidget(self.item_description)

        right_side = QVBoxLayout()
        self.items_carried = ItemBox(surface_manager = surface_manager,
                                     config = config,
                                     parent = self,
                                     width = 6,
                                     height = 6)
        self.items_carried.ItemFocused.connect(self.on_item_focused)
        self.items_carried.ItemActionA.connect(self.use_item)
        self.items_carried.ItemActionB.connect(self.drop_item)

        self.items_in_ground = ItemBox(surface_manager = surface_manager,
                                       config = config,
                                       parent = self,
                                       width = 6,
                                       height = 2)
        self.items_in_ground.ItemFocused.connect(self.on_item_focused)
        self.items_in_ground.ItemActionA.connect(self.pick_up_item)

        right_side.addWidget(self.items_carried)
        right_side.addWidget(self.items_in_ground)

        main_layout.addLayout(left_side)
        main_layout.addLayout(right_side)

        self.setLayout(main_layout)

        self.update_inventory()
        self.items_carried.items[0].setFocus(Qt.OtherFocusReason)

    def update_inventory(self):
        """
        Update items being displayed

        .. versionadded:: 0.6
        """
        self.items_carried.show_items(self.character.inventory)
        items = list(get_items(self.character.level, self.character.location))
        self.items_in_ground.show_items(items)
        self.character_inventory.show_character()

    def on_item_focused(self, item):
        """
        Handle item focused

        .. versionadded:: 0.6
        """
        description = self.inventory_controller.item_description(item)
        self.item_description.set_text(description)

    def focusNextPrevChild(self, next): #pylint: disable-msg=C0103
        """
        Handle moving focus around the widget

        .. versionadded:: 0.7
        """
        if len([x for x in self.items_carried.items
                if x.display.objectName() == 'active_inventorybox']) > 0:
            focused = self.items_carried
        elif len([x for x in self.items_in_ground.items
                  if x.display.objectName() == 'active_inventorybox']) > 0:
            focused = self.items_in_ground.items
        else:
            focused = self.character_inventory

        if focused == self.character_inventory:
            if next == True:
                self.items_carried.focus_on_first_row(0)
            else:
                self.items_in_ground.focus_on_bottom_row(0)
        elif focused == self.items_carried:
            if next == True:
                index = self.items_carried.get_current_column()
                self.items_in_ground.focus_on_first_row(index)
            else:
                self.character_inventory.focus_on_last_item()
        else:
            if next == True:
                self.character_inventory.focus_on_first_item()
            else:
                index = self.items_in_ground.get_current_column()
                self.items_carried.focus_on_bottom_row(index)

        return True

    def pick_up_item(self, item):
        """
        Pick up item

        .. versionadded:: 0.6
        """
        self.inventory_controller.pick_up_item(item)
        self.update_inventory()
        self.ItemPickedUp.emit(item)

    def drop_item(self, item):
        """
        Drop item

        .. versionadded:: 0.6
        """
        self.inventory_controller.drop_item(item)
        self.update_inventory()
        self.ItemDropped.emit(item)

    def use_item(self, item):
        """
        Use item in different ways, depending on the item

        .. versionadded:: 0.6
        """
        self.inventory_controller.use_item(item)
        self.update_inventory()

    def unwield_weapon(self, item):
        """
        Unwield current weapon

        .. versionadded:: 0.6
        """
        self.inventory_controller.unequip_item(item)
        self.update_inventory()