Exemple #1
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 def add_healthy(
         self, healthy: int, entity_id: UUID, scene: Scene
 ) -> bool:
     """Добоаляем жизни"""
     if component := scene.get_component(entity_id, ComponentUnitHealthy):
         self._add_healthy(component=component, healthy=healthy)
         return True
Exemple #2
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 def render(self, scene: Scene, render_entity_id: UUID,
            next_dialog: UUID) -> List[ComponentDialogEvent]:
     event_v: ComponentDialogEvent = ComponentDialogEvent(
         command="v",
         display_info="Выпить",
         system_type=SystemPotionY,
         kwargs={},
         value=True,
         value_name="",
         entity_id=render_entity_id,
         component_type=ComponentPotion,
         next_dialog=next_dialog,
     )
     event_q: ComponentDialogEvent = ComponentDialogEvent(
         command="q",
         display_info="Вернутся в инвентарь",
         system_type=SystemPotionY,
         kwargs={},
         value=False,
         value_name="",
         entity_id=render_entity_id,
         component_type=ComponentPotion,
         next_dialog=next_dialog,
     )
     scene.set_resource("dialog", render_entity_id)
     return [event_v, event_q]
    def display_input(self, scene: Scene,
                      component_dialog: ComponentDialog) -> bool:
        """Получени ввода"""
        try:
            input_text: str = input("Введите вариант: ").strip()
        except UnicodeDecodeError:
            return False

        events: List[ComponentDialogEvent]

        for component in component_dialog.dialog_events:
            if component.command == input_text:
                system: Optional[System] = scene.get_system(
                    component.system_type)
                component_input: Optional[Component] = scene.get_component(
                    entity_id=component.entity_id,
                    component=component.component_type)
                value: Any = component.value
                value_name: str = component.value_name
                kwargs: Dict[str, Any] = component.kwargs
                entity_id: UUID = component.entity_id

                event_result: bool = self._event_system(
                    system=system,
                    component=component_input,
                    value=value,
                    value_name=value_name,
                    kwargs=kwargs,
                    scene=scene,
                    entity_id=entity_id)
                return event_result

        return False
Exemple #4
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 def enable_potion(self, scene: Scene, item_entity_id: UUID,
                   component_inventory: ComponentInventory,
                   component_potion: ComponentPotion,
                   player: Entity) -> None:
     if system := scene.get_system(SystemUnitHealthy):
         system: SystemUnitHealthy
         system.add_healthy(healthy=component_potion.hp,
                            entity_id=player.get_uuid(),
                            scene=scene)
Exemple #5
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 def render(self, scene: Scene, render_entity_id: UUID,
            next_dialog: UUID) -> List[ComponentDialogEvent]:
     event: ComponentDialogEvent = ComponentDialogEvent(
         command="i",
         display_info="Инвентарь",
         system_type=SystemInventory,
         value=None,
         value_name="",
         entity_id=render_entity_id,
         component_type=ComponentInventory,
         next_dialog=next_dialog,
     )
     scene.set_resource("dialog", render_entity_id)
     return [event]
Exemple #6
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    def _event_input(self, value: Tuple[int,
                                        int], scene: Scene, entity_id: UUID,
                     value_name: str, component: ComponentPosition) -> bool:
        if value_name == "coordinate_x_y":
            system_word: Optional[SystemWord] = scene.get_system(SystemWord)

            if system_word is None:
                return False

            move: bool = system_word.set_move(entity_id=entity_id,
                                              component=component,
                                              move_x=value[0],
                                              move_y=value[1])
            scene.set_status(GameStatus.runner)
            return move
Exemple #7
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    def deprive_healthy(
            self, healthy: int, entity_id: UUID, scene: Scene
    ) -> bool:
        """Отымаем жизни"""
        type_components: Tuple[Type[Component], ...] = (
            ComponentUnitHealthy
        )

        if components := scene.get_components(entity_id, type_components):
            self._deprive_healthy(
                component_healthy=components[ComponentUnitHealthy],
                healthy=healthy,
                component_game_status=Component(),  # TODO: Компонент убийства юнита
            )
            return True
Exemple #8
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    def render(self, scene: Scene, render_entity_id: UUID,
               next_dialog: UUID) -> List[ComponentDialogEvent]:

        system_word: Optional[SystemWord] = scene.get_system(SystemWord)
        position: Optional[ComponentPosition] = scene.get_component(
            entity_id=render_entity_id, component=ComponentPosition)

        if system_word is None or position is None:
            return []

        events: List[ComponentDialogEvent] = self._render(
            system_word=system_word,
            position=position,
            entity_id=render_entity_id,
            next_dialog=next_dialog)
        scene.set_resource("dialog", next_dialog)
        return events
Exemple #9
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    def _show_display(self, scene: Scene, entity_id: UUID) -> bool:
        """Отрисовка диалогов"""
        system_display: Optional[SystemDisplay] = scene.get_system(SystemDisplay)
        system_input: Optional[SystemInput] = scene.get_system(SystemInput)

        component_dialog: Optional[ComponentDialog] = scene.get_component(
            entity_id=entity_id, component=ComponentDialog)

        if system_display is None or system_input is None or component_dialog is None:
            return False

        self.clear()
        system_display.display_print(scene=scene, component_dialog=component_dialog)
        component_dialog = scene.get_component(entity_id=entity_id, component=ComponentDialog)
        system_input.display_input(scene=scene, component_dialog=component_dialog)

        return True
Exemple #10
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def create_item_potion(scene: Scene, hp: int = 100) -> Entity:
    entity: Entity = Entity()
    renderings: List[ComponentDialogRender] = [
        ComponentDialogRender(
            system_type=SystemPotion,
            entity_id=entity.get_uuid(),
            component=ComponentDialog,
            next_dialog=entity.get_uuid()
        )
    ]
    entity.add_component(ComponentItem(
        name=f"Зелье воставноления жизней {hp}",
        system_type=SystemPotion
    ))
    entity.add_component(ComponentDialog(renderings=renderings))
    entity.add_component(ComponentPotion(hp=hp))
    scene.add_entity(entity=entity)
    return entity
Exemple #11
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def new_entity_items(scene: Scene, player: Entity) -> UUID:
    entity: Entity = Entity(
        tags=["Items"]
    )
    renderings: List[ComponentDialogRender] = [
        ComponentDialogRender(
            system_type=SystemItem,
            entity_id=player.get_uuid(),
            component=ComponentInventory,
            next_dialog=player.get_uuid()
        ),
    ]
    dialog: ComponentDialog = ComponentDialog(
        renderings=renderings
    )
    entity.add_component(dialog)
    scene.add_entity(entity=entity)
    return entity.get_uuid()
Exemple #12
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    def event(self, scene: Scene, system_event: System, event_type: str,
              entity_id: UUID, component: Component, value: Any,
              value_name: str, kwargs: Dict[str, Any]) -> None:

        player_uuid: UUID = scene.get_resource("player")
        player: Entity = scene.get_entity(entity_id=player_uuid)
        component_inventory: Optional[
            ComponentInventory] = player.get_component(ComponentInventory)

        if component_inventory is None:
            raise RuntimeError(
                "Не найден компонент инветаря при использование зелья")

        if isinstance(value, bool) and value:
            self.enable_potion(scene=scene,
                               item_entity_id=entity_id,
                               component_inventory=component_inventory,
                               component_potion=component,
                               player=player)

        scene.set_resource("dialog", component_inventory.entity_items)
Exemple #13
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 def _get_dialogs(
         self, scene: Scene, component: ComponentDialog
 ) -> List[ComponentDialogEvent]:
     """Получение диалогов"""
     renderings: List[ComponentDialogEvent] = list()
     for render_iter in component.renderings:
         render_iter: ComponentDialogRender
         system: Optional[SystemRender] = scene.get_system(
             render_iter.system_type
         )
         for render in system.render(
                 scene=scene,
                 render_entity_id=render_iter.entity_id,
                 next_dialog=render_iter.next_dialog
         ):
             render: ComponentDialogEvent
             renderings.append(render)
     return renderings
Exemple #14
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 def event(self, scene: Scene, system_event: System, event_type: str,
           entity_id: UUID, component: Component, value: Any,
           value_name: str, kwargs: Dict[str, Any]) -> None:
     component: ComponentInventory
     scene.set_resource("dialog", component.entity_items)
     scene.set_status(GameStatus.dialog)
Exemple #15
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 def event(self, scene: Scene, system_event: System, event_type: str,
           entity_id: UUID, component: Component, value: Any,
           value_name: str, kwargs: Dict[str, Any]) -> None:
     if value is None:
         scene.set_resource("dialog", entity_id)
Exemple #16
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# https://ru.qaz.wiki/wiki/Data-driven_programming
from src.core.scene import Scene

if __name__ == '__main__':
    scene: Scene = Scene()
    scene.new_world()
    scene.run()
Exemple #17
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    def render(self, scene: Scene, render_entity_id: UUID,
               next_dialog: UUID) -> List[ComponentDialogEvent]:
        inventory: Optional[ComponentInventory] = scene.get_component(
            entity_id=render_entity_id, component=ComponentInventory)

        if inventory is None:
            raise RuntimeError("Не найден компонен для рендеринга инвентаря")

        renders: List[ComponentDialogEvent] = list()

        q_event: ComponentDialogEvent = ComponentDialogEvent(
            command=f"q",
            display_info="Вернутся в меню",
            system_type=SystemDialog,
            value=None,
            value_name="",
            entity_id=render_entity_id,
            component_type=ComponentDialog,
            next_dialog=render_entity_id,
            info=False)

        if len(inventory.items) == 0:
            info_event: ComponentDialogEvent = ComponentDialogEvent(
                command=f"",
                display_info="В инвентаре нет предметов",
                system_type=type(None),
                value=None,
                value_name="",
                entity_id=render_entity_id,
                component_type=Component,
                next_dialog=render_entity_id,
                info=True)

            return [info_event, q_event]

        for index, item_uuid in enumerate(inventory.items):
            entity: Optional[Entity] = scene.get_entity(entity_id=item_uuid)

            if entity is None:
                continue

            component_item: Optional[ComponentItem] = entity.get_component(
                ComponentItem)

            if component_item is None:
                continue

            event: ComponentDialogEvent = ComponentDialogEvent(
                command=f"{index}",
                display_info=component_item.name,
                system_type=component_item.system_type,
                value=None,
                value_name="",
                entity_id=entity.get_uuid(),
                component_type=ComponentItem,
                next_dialog=next_dialog,
            )
            renders.append(event)
        renders.append(q_event)
        scene.set_resource("dialog", render_entity_id)
        return renders
Exemple #18
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 def _dialog(self, scene: Scene, entity_id: UUID) -> bool:
     """Генерация диалогов"""
     if component := scene.get_component(entity_id, ComponentDialog):
         component: ComponentDialog
         component.dialog_events = self._get_dialogs(scene, component)
         return True