Exemplo n.º 1
0
def play_game(player: Entity, entities: List[Entity], game_map: GameMap,
              message_log: MessageLog, game_state: GameStates,
              root_console: tcod.console.Console, con: tcod.console.Console,
              panel: tcod.console.Console) -> None:
    fov_recompute = True

    fov_map = initialize_fov(game_map)

    mouse = tcod.event.Point(-1, -1)

    if player.fighter.hp > 0:
        game_state = GameStates.PLAYERS_TURN
    else:
        game_state = GameStates.PLAYER_DEAD
    previous_game_state = game_state

    targeting_item = None

    while True:
        action: UserAction = {}
        for event in tcod.event.wait(1):
            if event.type == 'QUIT':
                # XXX: what happens if I do this when in the character screen?
                # or inventory? or while targeting?  will the game load fine?
                save_game(player, entities, game_map, message_log, game_state)
                sys.exit()
            elif event.type == 'KEYDOWN':
                action = handle_keys(event, game_state, mouse)
            elif event.type == 'MOUSEMOTION':
                mouse = event.tile
            elif event.type == 'MOUSEBUTTONDOWN':
                mouse = event.tile
                action = handle_mouse(event)
            if action:
                break

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, constants.fov_radius,
                          constants.fov_light_walls, constants.fov_algorithm)

        target_radius = 0
        if targeting_item and targeting_item.item:
            target_radius = targeting_item.item.function_kwargs.get(
                'radius', 0)

        render_all(
            root_console,
            con,
            panel,
            entities,
            player,
            game_map,
            fov_map,
            fov_recompute,
            message_log,
            constants.screen_width,
            constants.screen_height,
            constants.bar_width,
            constants.panel_height,
            constants.panel_y,
            mouse,
            constants.colors,
            game_state,
            target_radius,
        )

        fov_recompute = False

        tcod.console_flush()

        clear_all(con, entities)

        move = action.get('move')
        wait = action.get('wait')
        pickup = action.get('pickup')
        show_inventory = action.get('show_inventory')
        drop_inventory = action.get('drop_inventory')
        inventory_index = action.get('inventory_index')
        show_character_screen = action.get('show_character_screen')
        take_stairs = action.get('take_stairs')
        level_up = action.get('level_up')
        exit = action.get('exit')
        fullscreen = action.get('fullscreen')

        left_click = action.get('left_click')
        right_click = action.get('right_click')

        player_turn_results: ActionResults = []

        if move and game_state == GameStates.PLAYERS_TURN:
            dx, dy = move
            new_x = player.x + dx
            new_y = player.y + dy
            if not game_map.is_blocked(new_x, new_y):
                target = get_blocking_entities_at_location(
                    entities, new_x, new_y)
                if target:
                    player_turn_results.extend(player.fighter.attack(target))
                else:
                    player.move(dx, dy)
                    fov_recompute = True

                game_state = GameStates.ENEMY_TURN

        if wait and game_state == GameStates.PLAYERS_TURN:
            game_state = GameStates.ENEMY_TURN

        if pickup and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if (entity.x == player.x and entity.y == player.y
                        and entity.item):
                    player_turn_results.extend(
                        player.inventory.add_item(entity))
                    break
            else:
                message_log.add_message(
                    Message('There is nothing here to pick up.', tcod.yellow))

        if show_inventory:
            previous_game_state = game_state
            game_state = GameStates.SHOW_INVENTORY

        if drop_inventory:
            previous_game_state = game_state
            game_state = GameStates.DROP_INVENTORY

        if (inventory_index is not None
                and previous_game_state != GameStates.PLAYER_DEAD
                and inventory_index < len(player.inventory.items)):
            item = player.inventory.items[inventory_index]
            if game_state == GameStates.SHOW_INVENTORY:
                player_turn_results.extend(
                    player.inventory.use(item,
                                         entities=entities,
                                         fov_map=fov_map))
            elif game_state == GameStates.DROP_INVENTORY:
                player_turn_results.extend(player.inventory.drop_item(item))

        if take_stairs and game_state == GameStates.PLAYERS_TURN:
            for entity in entities:
                if (entity.stairs and entity.x == player.x
                        and entity.y == player.y):
                    save_game(player, entities, game_map, message_log,
                              game_state)
                    entities = game_map.next_floor(player, message_log,
                                                   constants)
                    fov_map = initialize_fov(game_map)
                    fov_recompute = True
                    con.clear()
                    break
            else:
                message_log.add_message(
                    Message('There are no stairs here.', tcod.yellow))

        if level_up:
            if level_up == 'hp':
                player.fighter.base_max_hp += 20
                player.fighter.hp += 20
            elif level_up == 'str':
                player.fighter.base_power += 1
            elif level_up == 'def':
                player.fighter.base_defense += 1
            game_state = previous_game_state

        if show_character_screen:
            previous_game_state = game_state
            game_state = GameStates.CHARACTER_SCREEN

        if game_state == GameStates.TARGETING:
            if left_click:
                target_x, target_y = left_click
                player_turn_results.extend(
                    player.inventory.use(targeting_item,
                                         entities=entities,
                                         fov_map=fov_map,
                                         target_x=target_x,
                                         target_y=target_y))
            elif right_click:
                player_turn_results.append({
                    'targeting_cancelled': True,
                })

        if exit:
            if game_state in (GameStates.SHOW_INVENTORY,
                              GameStates.DROP_INVENTORY,
                              GameStates.CHARACTER_SCREEN):
                game_state = previous_game_state
            elif game_state == GameStates.TARGETING:
                player_turn_results.append({
                    'targeting_cancelled': True,
                })
            else:
                save_game(player, entities, game_map, message_log, game_state)
                return

        if fullscreen:
            tcod.console_set_fullscreen(not tcod.console_is_fullscreen())

        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added: Optional[Entity] = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            equip = player_turn_result.get('equip')
            targeting = player_turn_result.get('targeting')
            targeting_cancelled = player_turn_result.get('targeting_cancelled')
            xp = player_turn_result.get('xp')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(dead_entity)
                else:
                    message = kill_monster(dead_entity)

                message_log.add_message(message)

            if item_added:
                entities.remove(item_added)
                game_state = GameStates.ENEMY_TURN

            if item_consumed:
                game_state = GameStates.ENEMY_TURN

            if targeting:
                previous_game_state = GameStates.PLAYERS_TURN
                game_state = GameStates.TARGETING
                targeting_item = targeting
                message_log.add_message(targeting_item.item.targeting_message)

            if targeting_cancelled:
                game_state = previous_game_state
                message_log.add_message(Message('Targeting cancelled'))

            if item_dropped:
                entities.append(item_dropped)
                game_state = GameStates.ENEMY_TURN

            if equip:
                equip_results = player.equipment.toggle_equip(equip)
                for equip_result in equip_results:
                    equipped = equip_result.get('equipped')
                    dequipped = equip_result.get('dequipped')
                    if equipped:
                        message_log.add_message(
                            Message(f"You equipped the {equipped.name}."))
                    if dequipped:
                        message_log.add_message(
                            Message(f"You removed the {dequipped.name}."))
                game_state = GameStates.ENEMY_TURN

            if xp:
                leveled_up = player.level.add_xp(xp)
                message_log.add_message(
                    Message(f'You gain {xp} experience points.'))
                if leveled_up:
                    message_log.add_message(
                        Message(
                            f'Your battle skills grow stronger!'
                            f' You reached level {player.level.current_level}!',
                            tcod.yellow))
                    previous_game_state = game_state
                    game_state = GameStates.LEVEL_UP

        if game_state == GameStates.ENEMY_TURN:
            for entity in entities:
                if entity.ai:
                    enemy_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities)

                    for enemy_turn_result in enemy_turn_results:
                        message = enemy_turn_result.get('message')
                        dead_entity = enemy_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(dead_entity)
                            else:
                                message = kill_monster(dead_entity)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break
            else:
                game_state = GameStates.PLAYERS_TURN
Exemplo n.º 2
0
def play_game(con, player, entities, animator: Animator, turn_count: int,
              game_map: GameMap, message_log, game_state, panel, constants):
    target_x, target_y = player.x, player.y
    targeting_item = None
    target_entity = None

    while True:
        fov_algorithm = 2
        fov_light_walls = True
        fov_radius = 20
        fov_recompute = True
        fov_map = initialize_fov(game_map)

        if fov_recompute:
            recompute_fov(fov_map, player.x, player.y, fov_radius,
                          fov_light_walls, fov_algorithm)

        render_all(con, panel, entities, animator, player, game_map, fov_map,
                   fov_recompute, message_log, constants['screen_width'],
                   constants['screen_height'], constants['bar_width'],
                   constants['panel_height'], constants['panel_y'], game_state,
                   target_x, target_y, target_entity, turn_count)

        tcod.console_flush()

        clear_all(con, entities)

        player_turn_results = []

        animator.advance_frame()

        # Handle Game State
        if game_state == GameStates.ENEMY_TURN:
            turn_count += 1

            # Generate path map with all static tiles (ignore entities for now)
            path_map = generate_path_map(game_map,
                                         entities=None,
                                         player=player)

            for entity in entities:
                if entity.ai and entity.ai != Player:
                    recompute_walkable(fov_map, game_map, entities, entity)
                    entity_turn_results = entity.ai.take_turn(
                        player, fov_map, game_map, entities, path_map)

                    for entity_turn_result in entity_turn_results:
                        message = entity_turn_result.get('message')
                        dead_entity = entity_turn_result.get('dead')

                        if message:
                            message_log.add_message(message)

                        if dead_entity:
                            if dead_entity == player:
                                message, game_state = kill_player(player)
                            else:
                                message = kill_entity(dead_entity)

                            message_log.add_message(message)

                            if game_state == GameStates.PLAYER_DEAD:
                                break

                    if game_state == GameStates.PLAYER_DEAD:
                        break
            else:
                game_state = GameStates.PLAYER_TURN

        # Handle Events
        for event in tcod.event.wait():
            if event.type == "QUIT":
                save_game(player, entities, animator, turn_count, game_map,
                          message_log, game_state)
                raise SystemExit()

            if event.type == "KEYDOWN":
                action: [Action, None] = handle_keys(event.sym, game_state)

                if action is None:
                    continue

                action_type: ActionType = action.action_type

                if action_type == ActionType.EXECUTE:
                    if game_state == GameStates.TARGETING:
                        item_use_results = player.body.use_selected_appendage(
                            entities=entities,
                            fov_map=fov_map,
                            game_map=game_map,
                            target_x=target_x,
                            target_y=target_y)
                        player_turn_results.extend(item_use_results)
                        game_state = GameStates.ENEMY_TURN
                    elif game_state == GameStates.LOOKING:
                        look_results = []

                        looked_at_entities = get_entities_at_location(
                            entities, target_x, target_y)
                        if tcod.map_is_in_fov(fov_map, target_x, target_y):
                            if looked_at_entities:
                                for entity in looked_at_entities:
                                    look_results.extend(
                                        entity.get_description())
                                    target_entity = entity
                            else:
                                if game_map.tiles[target_x][target_y].blocked:
                                    look_results.append({
                                        'message':
                                        Message("You stare at the wall.")
                                    })
                                else:
                                    look_results.append({
                                        'message':
                                        Message("You stare into empty space.")
                                    })
                        else:
                            look_results.append({
                                'message':
                                Message("You can't see that far.")
                            })

                        game_state = GameStates.PLAYER_TURN
                        player_turn_results.extend(look_results)

                if action_type == ActionType.MOVEMENT:
                    dx: int = action.kwargs.get("dx", 0)
                    dy: int = action.kwargs.get("dy", 0)

                    # Player Movement
                    if game_state == GameStates.PLAYER_TURN:
                        destination_x = player.x + dx
                        destination_y = player.y + dy

                        tile_results = game_map.tiles[destination_x][
                            destination_y].overlap_entity(player)
                        player_turn_results.extend(tile_results)

                        if not game_map.is_blocked(destination_x,
                                                   destination_y):
                            target_appendage = get_blocking_entities_at_location(
                                entities, destination_x, destination_y)

                            if target_appendage:
                                if target_appendage.body:
                                    player_fighter = player.body.selected_appendage.fighter

                                    if player_fighter:
                                        target_entity = target_appendage
                                        game_state = GameStates.TARGET_APPENDAGE
                                    else:
                                        player_turn_results.append({
                                            'message':
                                            Message(
                                                "You cannot attack with your {0}."
                                                .format(
                                                    player.body.
                                                    selected_appendage.name),
                                                tcod.yellow)
                                        })
                                elif target_appendage.structure:
                                    structure_interact_results = target_appendage.structure.interact(
                                        player)
                                    player_turn_results.extend(
                                        structure_interact_results)
                            else:
                                player.move(dx, dy)
                        else:
                            player_turn_results.append({
                                'message':
                                Message("You slam yourself into the wall!",
                                        tcod.orange)
                            })

                        if game_state != GameStates.TARGET_APPENDAGE:
                            game_state = GameStates.ENEMY_TURN

                    # Targeting
                    elif game_state in (GameStates.TARGETING,
                                        GameStates.LOOKING):
                        new_x = target_x + dx
                        new_y = target_y + dy
                        if player.distance(new_x, new_y) < targeting_radius:
                            target_x = new_x
                            target_y = new_y

                elif action_type == ActionType.GRAB:
                    for entity in entities:
                        if entity.item and entity.x == player.x and entity.y == player.y:
                            pickup_result = player.body.grab_entity(entity)
                            player_turn_results.extend(pickup_result)
                            break
                    else:
                        player_turn_results.append({
                            'message':
                            Message('You grab at the air', tcod.yellow)
                        })

                    game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.LOOK:
                    game_state = GameStates.LOOKING
                    target_x, target_y = player.x, player.y
                    targeting_radius = 100

                elif action_type == ActionType.WAIT:
                    player_turn_results.append({
                        'message':
                        Message('You stare blankly into space', tcod.yellow)
                    })
                    game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.CHOOSE_OPTION:
                    option_index = action.kwargs.get("option_index", None)

                    if game_state == GameStates.SWAP_APPENDAGE:
                        if option_index < len(player.body.appendages):
                            item = player.body.appendages[option_index]
                            swap_results = player.body.select_appendage(item)
                            player_turn_results.extend(swap_results)
                            game_state = GameStates.PLAYER_TURN

                    elif game_state == GameStates.TARGET_APPENDAGE:
                        if option_index < len(target_entity.body.appendages):
                            target_appendage = target_entity.body.appendages[
                                option_index]
                            attack_results = player.body.selected_appendage.fighter.attack_appendage(
                                target_appendage)
                            player_turn_results.extend(attack_results)
                            game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.INTERACT:
                    for entity in entities:
                        if entity.structure and entity.x == player.x and entity.y == player.y:
                            interact_results = entity.structure.interact(
                                player)
                            player_turn_results.extend(interact_results)
                            break
                    else:
                        if game_state == GameStates.PLAYER_TURN:
                            activate_item_results = player.body.use_selected_appendage(
                                fov_map=fov_map,
                                game_map=game_map,
                                entities=entities)
                            if activate_item_results:
                                player_turn_results.extend(
                                    activate_item_results)
                                game_state = GameStates.ENEMY_TURN

                elif action_type == ActionType.DROP_INVENTORY_ITEM:
                    grabber = player.body.selected_appendage.grabber
                    if grabber:
                        player_turn_results.extend(grabber.drop())
                    # game_state = GameStates.DROP_INVENTORY

                elif action_type == ActionType.SWAP_APPENDAGE:
                    game_state = GameStates.SWAP_APPENDAGE

                elif action_type == ActionType.ESCAPE:
                    if game_state == GameStates.TARGETING:
                        game_state = GameStates.PLAYER_TURN
                    elif game_state == GameStates.PLAYER_TURN:
                        save_game(player, entities, animator, turn_count,
                                  game_map, message_log, game_state)
                        main()
                elif action_type == ActionType.RESTART:
                    main()

        # Process player turn results
        for player_turn_result in player_turn_results:
            message = player_turn_result.get('message')
            dead_entity = player_turn_result.get('dead')
            item_added = player_turn_result.get('item_added')
            item_consumed = player_turn_result.get('consumed')
            item_dropped = player_turn_result.get('item_dropped')
            targeting = player_turn_result.get('targeting')
            next_floor = player_turn_result.get('next_floor')

            if message:
                message_log.add_message(message)

            if dead_entity:
                if dead_entity == player:
                    message, game_state = kill_player(player)
                else:
                    message_log.add_message(kill_entity(dead_entity))

            if item_added:
                entities.remove(item_added)
                game_state = GameStates.ENEMY_TURN

            if item_dropped:
                entities.append(item_dropped)

                game_state = GameStates.ENEMY_TURN

            if targeting:
                game_state = GameStates.TARGETING

                targeting_item = targeting
                targeting_radius = targeting.item.targeting_radius
                target_x = player.x
                target_y = player.y

                message_log.add_message(
                    Message("You begin aiming the {0}.".format(
                        targeting.name)))
                # TODO: Replace occurrences of add_message with player_turn_result approach
                # player_turn_results.append({'message': Message("You begin aiming the {0}.".format(targeting.name))})

            if next_floor:
                entities = game_map.next_floor(player, constants)
                fov_map = initialize_fov(game_map)
                tcod.console_clear(con)
Exemplo n.º 3
0
def play_game(player: Entity, entities: List[Entity], game_map: GameMap, message_log: MessageLog,
              game_state: GameStates, constants):
    game_running: bool = True
    fov_recompute: bool = True
    previous_game_state: GameStates = game_state
    targeting_item = None

    while game_running:
        if fov_recompute:
            game_map.current_floor.compute_fov(
                x=player.x,
                y=player.y,
                radius=constants['fov_radius'],
                light_walls=constants['fov_light_walls'],
                algorithm=constants['fov_algorithm']
            )

        render_all(entities=entities, player=player, game_map=game_map, game_state=game_state, message_log=message_log,
                   constants=constants)

        fov_recompute = False

        terminal.refresh()

        if terminal.has_input():
            terminal_input: int = terminal.read()

            action = handle_keys(key=terminal_input, game_state=game_state)
            mouse_action = handle_mouse(terminal_input)

            drop_inventory = action.get('drop_inventory')
            escape = action.get('escape')
            movement = action.get('movement')
            inventory_index = action.get('inventory_index')
            pickup = action.get('pickup')
            show_inventory = action.get('show_inventory')
            take_stairs = action.get('take_stairs')
            wait = action.get('wait')

            left_click = mouse_action.get('left_click')
            right_click = mouse_action.get('right_click')

            player_turn_results = []

            if escape:
                if game_state in (GameStates.SHOW_INVENTORY, GameStates.DROP_INVENTORY):
                    game_state = previous_game_state
                elif game_state == GameStates.TARGETING:
                    player_turn_results.append({'targeting_cancelled': True})
                else:
                    save_game(player, entities, game_map, message_log, game_state)

                    game_running = False

            if movement and game_state == GameStates.PLAYERS_TURN:
                dx, dy = movement
                destination_x: int = player.x + dx
                destination_y: int = player.y + dy

                if not game_map.current_floor.is_blocked(destination_x, destination_y):
                    target: Entity = get_blocking_entities_at_location(entities, destination_x, destination_y)

                    if target:
                        attack_results = player.fighter.attack(target=target)
                        player_turn_results.extend(attack_results)
                    else:
                        player.move(dx, dy)

                        fov_recompute = True

                    game_state = GameStates.ENEMY_TURN

            if wait:
                game_state = GameStates.ENEMY_TURN

            if inventory_index is not None and previous_game_state != GameStates.PLAYER_DEAD and inventory_index < len(
                    player.inventory.items):
                item = player.inventory.items[inventory_index]

                if game_state == GameStates.SHOW_INVENTORY:
                    player_turn_results.extend(player.inventory.use(item, entities=entities, fov_map=game_map.fov))
                elif game_state == GameStates.DROP_INVENTORY:
                    player_turn_results.extend(player.inventory.drop_item(item))

            if pickup and game_state == GameStates.PLAYERS_TURN:
                for entity in entities:
                    if entity.item and entity.x == player.x and entity.y == player.y:
                        pickup_results = player.inventory.add_item(entity)
                        player_turn_results.extend(pickup_results)

                        break
                else:
                    message_log.add_message('[color=yellow]There is nothing here to pick up.[/color]')

            if show_inventory:
                previous_game_state = game_state
                game_state = GameStates.SHOW_INVENTORY

            if drop_inventory:
                previous_game_state = game_state
                game_state = GameStates.DROP_INVENTORY

            if take_stairs:
                if game_map.current_floor.down_stairs[player.x, player.y]:
                    entities = game_map.next_floor(player=player, message_log=message_log, constants=constants)
                    fov_recompute = True

                    terminal.clear()
                elif game_map.current_floor.up_stairs[player.x, player.y]:
                    entities = game_map.previous_floor(player=player, message_log=message_log, constants=constants)
                    fov_recompute = True

                    terminal.clear()
                else:
                    message_log.add_message('[color=yellow]There are no stairs here.[/color]')

            if game_state == GameStates.TARGETING:
                if left_click:
                    target_x, target_y = left_click

                    item_use_results = player.inventory.use(
                        targeting_item,
                        entities=entities,
                        fov_map=game_map.fov,
                        target_x=target_x,
                        target_y=target_y
                    )
                    player_turn_results.extend(item_use_results)
                elif right_click:
                    player_turn_results.append({'targeting_cancelled': True})

            for player_turn_result in player_turn_results:
                dead_entity = player_turn_result.get('dead')
                equip = player_turn_result.get('equip')
                item_added = player_turn_result.get('item_added')
                item_consumed = player_turn_result.get('consumed')
                item_dropped = player_turn_result.get('item_dropped')
                targeting = player_turn_result.get('targeting')
                targeting_cancelled = player_turn_result.get('targeting_cancelled')
                message = player_turn_result.get('message')

                if dead_entity:
                    if dead_entity == player:
                        message, game_state = kill_player(dead_entity)
                    else:
                        message = kill_monster(dead_entity)

                if equip:
                    equip_results = player.equipment.toggle_equip(equip)

                    for equip_result in equip_results:
                        equipped = equip_result.get('equipped')
                        dequipped = equip_result.get('dequipped')

                        if equipped:
                            message_log.add_message(f'You equipped the [color=blue]{equipped.name}[/color]')

                        if dequipped:
                            message_log.add_message(f'You dequipped the [color=blue]{dequipped.name}[/color]')

                    game_state = GameStates.ENEMY_TURN

                if item_added:
                    entities.remove(item_added)

                    game_state = GameStates.ENEMY_TURN

                if item_consumed:
                    game_state = GameStates.ENEMY_TURN

                if item_dropped:
                    entities.append(item_dropped)

                    game_state = GameStates.ENEMY_TURN

                if message:
                    message_log.add_message(message)

                if targeting:
                    previous_game_state = GameStates.PLAYERS_TURN
                    game_state = GameStates.TARGETING

                    targeting_item = targeting

                    message_log.add_message(targeting_item.item.targeting_message)

                if targeting_cancelled:
                    game_state = previous_game_state

                    message_log.add_message('Targeting cancelled')

            if game_state == GameStates.ENEMY_TURN:
                for entity in entities:
                    if entity.ai:
                        enemy_turn_results = entity.ai.take_turn(target=player, game_map=game_map, entities=entities)

                        for enemy_turn_result in enemy_turn_results:
                            message = enemy_turn_result.get('message')
                            dead_entity = enemy_turn_result.get('dead')

                            if message:
                                message_log.add_message(message)

                            if dead_entity:
                                if dead_entity == player:
                                    message, game_state = kill_player(dead_entity)
                                else:
                                    message = kill_monster(dead_entity)

                                message_log.add_message(message)

                                if game_state == GameStates.PLAYER_DEAD:
                                    break

                        if game_state == GameStates.PLAYER_DEAD:
                            break
                else:
                    game_state = GameStates.PLAYERS_TURN

        terminal.clear()