示例#1
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    def add_monster_into_play(self, player, monster):
        """

        :param player:
        :param monster:
        :return:
        """
        # TODO: refactor some into the combat animations
        self.animate_monster_release(player, monster)
        self.build_hud(self._layout[player]['hud'][0], monster)
        self.monsters_in_play[player].append(monster)

        # TODO: not hardcode
        if player is self.players[0]:
            self.alert(
                T.format('combat_call_tuxemon',
                         {"name": monster.name.upper()}))
        elif self.is_trainer_battle:
            self.alert(
                T.format('combat_opponent_call_tuxemon', {
                    "name": monster.name.upper(),
                    "user": player.name.upper(),
                }))
        else:
            self.alert(
                T.format('combat_wild_appeared',
                         {"name": monster.name.upper()}))
示例#2
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 def add(menuitem):
     monster = menuitem.game_object
     if monster.current_hp == 0:
         tools.open_dialog(local_session, [T.format("combat_fainted", parameters={"name": monster.name})])
     elif monster in self.active_monsters:
         tools.open_dialog(local_session, [T.format("combat_isactive", parameters={"name": monster.name})])
         msg = T.translate("combat_replacement_is_fainted")
         tools.open_dialog(local_session, [msg])
     else:
         self.add_monster_into_play(player, monster)
         self.client.pop_state()
示例#3
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        def swap_it(menuitem):
            monster = menuitem.game_object

            if monster in self.client.get_state_by_name('CombatState').active_monsters:
                tools.open_dialog(local_session, [T.format('combat_isactive', {"name": monster.name})])
                return
            elif monster.current_hp < 1:
                tools.open_dialog(local_session, [T.format('combat_fainted', {"name": monster.name})])
                return
            combat_state = self.client.get_state_by_name("CombatState")
            swap = Technique("swap")
            swap.combat_state = combat_state
            player = local_session.player
            target = monster
            combat_state.enqueue_action(player, swap, target)
            self.client.pop_state()  # close technique menu
            self.client.pop_state()  # close the monster action menu
示例#4
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    def on_menu_selection(self, menu_item):
        """ Called when player has selected something from the inventory

        Currently, opens a new menu depending on the state context

        :param menu_item:
        :return:
        """
        item = menu_item.game_object
        state = self.determine_state_called_from()

        if not any(menu_item.game_object.validate(m) for m in local_session.player.monsters):
            msg = T.format('item_no_available_target', {'name': item.name})
            tools.open_dialog(local_session, [msg])
        elif state not in item.usable_in:
            msg = T.format('item_cannot_use_here', {'name': item.name})
            tools.open_dialog(local_session, [msg])
        else:
            self.open_confirm_use_menu(item)
示例#5
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        def choose_target(menu_item):
            # open menu to choose target of technique
            technique = menu_item.game_object
            if technique.next_use > 0:
                params = {"move": technique.name, "name": self.monster.name}
                tools.open_dialog(local_session, [T.format('combat_recharging', params)])
                return

            combat_state = self.client.get_state_by_name("CombatState")
            state = self.client.push_state("CombatTargetMenuState", player=combat_state.players[0],
                                           user=self.monster, action=technique)
            state.on_menu_selection = partial(enqueue_technique, technique)
示例#6
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    def animate_party_status(self):
        """ Animate monsters that need to be fainted

        * Animation to remove monster is handled here
        TODO: check for faint status, not HP

        :rtype: None
        """
        for player, party in self.monsters_in_play.items():
            for monster in party:
                if fainted(monster):
                    self.alert(T.format('combat_fainted', {"name": monster.name}))
                    self.animate_monster_faint(monster)
                    self.suppress_phase_change(3)
示例#7
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        def enqueue_item(item, menu_item):
            target = menu_item.game_object
            # is the item valid to use?
            if not item.validate(target):
                msg = T.format('cannot_use_item_monster', {'name': item.name})
                tools.open_dialog(local_session, [msg])
                return

            # enqueue the item
            combat_state = self.client.get_state_by_name("CombatState")
            # TODO: don't hardcode to player0
            combat_state.enqueue_action(combat_state.players[0], item, target)

            # close all the open menus
            self.client.pop_state()  # close target chooser
            self.client.pop_state()  # close the monster action menu
示例#8
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    def show_monster_action_menu(self, monster):
        """ Show the main window for choosing player actions

        :param monster: Monster to choose an action for
        :type monster: tuxemon.core.monster.Monster

        :returns: None
        """
        message = T.format('combat_monster_choice', {"name": monster.name})
        self.alert(message)
        x, y, w, h = self.client.screen.get_rect()
        rect = Rect(0, 0, w // 2.5, h // 4)
        rect.bottomright = w, h

        state = self.client.push_state("MainCombatMenuState", columns=2)
        state.monster = monster
        state.rect = rect
示例#9
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    def animate_parties_in(self):
        # TODO: break out functions here for each
        left_trainer, right_trainer = self.players
        right_monster = right_trainer.monsters[0]

        surface = pygame.display.get_surface()
        x, y, w, h = surface.get_rect()

        # TODO: not hardcode this
        player, opponent = self.players
        player_home = self._layout[player]['home'][0]
        opp_home = self._layout[opponent]['home'][0]

        y_mod = scale(50)
        duration = 3

        back_island = self.load_sprite('gfx/ui/combat/' +
                                       self.graphics['island_back'],
                                       bottom=opp_home.bottom + y_mod,
                                       right=0)

        if self.is_trainer_battle:
            enemy = self.load_sprite(
                'gfx/sprites/player/' + opponent.sprite_name + '_front.png',
                bottom=back_island.rect.bottom - scale(12),
                centerx=back_island.rect.centerx)
            self._monster_sprite_map[opponent] = enemy
        else:
            enemy = right_monster.get_sprite("front",
                                             bottom=back_island.rect.bottom -
                                             scale(12),
                                             centerx=back_island.rect.centerx)
            self._monster_sprite_map[right_monster] = enemy
            self.monsters_in_play[opponent].append(right_monster)

        self.sprites.add(enemy)
        self.build_hud(self._layout[opponent]['hud'][0], right_monster)

        if self.is_trainer_battle:
            self.alert(
                T.format('combat_trainer_appeared',
                         {"name": opponent.name.upper()}))
        else:
            self.alert(
                T.format('combat_wild_appeared',
                         {"name": right_monster.name.upper()}))

        front_island = self.load_sprite('gfx/ui/combat/' +
                                        self.graphics['island_front'],
                                        bottom=player_home.bottom - y_mod,
                                        left=w)

        trainer1 = self.load_sprite(
            'gfx/sprites/player/' + player.sprite_name + '_back.png',
            bottom=front_island.rect.centery + scale(6),
            centerx=front_island.rect.centerx)
        self._monster_sprite_map[left_trainer] = trainer1

        def flip():
            enemy.image = pygame.transform.flip(enemy.image, 1, 0)
            trainer1.image = pygame.transform.flip(trainer1.image, 1, 0)

        flip()  # flip images to opposite
        self.task(flip, 1.5)  # flip the images to proper direction

        if not self.is_trainer_battle:  # the combat call is handled by fill_battlefield_positions for trainer battles
            self.task(audio.load_sound(right_monster.combat_call).play,
                      1.5)  # play combat call when it turns back

        animate = partial(self.animate,
                          transition='out_quad',
                          duration=duration)

        # top trainer
        animate(enemy.rect, back_island.rect, centerx=opp_home.centerx)
        animate(enemy.rect,
                back_island.rect,
                y=-y_mod,
                transition='out_back',
                relative=True)

        # bottom trainer
        animate(trainer1.rect, front_island.rect, centerx=player_home.centerx)
        animate(trainer1.rect,
                front_island.rect,
                y=y_mod,
                transition='out_back',
                relative=True)
示例#10
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    def perform_action(self, user, technique, target=None):
        """ Do something with the thing: animated

        :param user:
        :param technique: Not a dict: a Technique or Item
        :param target:

        :returns:
        """
        technique.advance_round()

        # This is the time, in seconds, that the animation takes to finish.
        action_time = 3.0
        result = technique.use(user, target)

        if technique.use_item:
            # "Monster used move!"
            context = {
                "user": getattr(user, "name", ''),
                "name": technique.name,
                "target": target.name
            }
            message = T.format(technique.use_item, context)
        else:
            message = ''

        try:
            audio.load_sound(technique.sfx).play()
        except AttributeError:
            pass

        # action is performed, so now use sprites to animate it
        # this value will be None if the target is off screen
        target_sprite = self._monster_sprite_map.get(target, None)

        # slightly delay the monster shake, so technique animation
        # is synchronized with the damage shake motion
        hit_delay = 0
        if user:

            # TODO: a real check or some params to test if should tackle, etc
            if result["should_tackle"]:
                hit_delay += .5
                user_sprite = self._monster_sprite_map[user]
                self.animate_sprite_tackle(user_sprite)

                if target_sprite:
                    self.task(
                        partial(self.animate_sprite_take_damage,
                                target_sprite), hit_delay + .2)
                    self.task(partial(self.blink, target_sprite),
                              hit_delay + .6)

                # TODO: track total damage
                # Track damage
                self._damage_map[target].add(user)

                element_damage_key = MULT_MAP.get(result['element_multiplier'])
                if element_damage_key:
                    m = T.translate(element_damage_key)
                    message += "\n" + m

                for status in result.get("statuses", []):
                    m = T.format(
                        status.use_item, {
                            "name": technique.name,
                            "user": status.link.name if status.link else "",
                            "target": status.carrier.name
                        })
                    message += "\n" + m

            else:  # assume this was an item used

                # handle the capture device
                if result["capture"]:
                    message += "\n" + T.translate('attempting_capture')
                    action_time = result["num_shakes"] + 1.8
                    self.animate_capture_monster(result["success"],
                                                 result["num_shakes"], target)

                    # TODO: Don't end combat right away; only works with SP, and 1 member parties
                    # end combat right here
                    if result["success"]:
                        self.task(self.end_combat, action_time +
                                  0.5)  # Display 'Gotcha!' first.
                        self.task(partial(self.alert, T.translate('gotcha')),
                                  action_time)
                        self._animation_in_progress = True
                        return

                # generic handling of anything else
                else:
                    msg_type = 'use_success' if result[
                        'success'] else 'use_failure'
                    template = getattr(technique, msg_type)
                    if template:
                        message += "\n" + T.translate(template)

            self.alert(message)
            self.suppress_phase_change(action_time)

        else:
            if result["success"]:
                self.suppress_phase_change()
                self.alert(
                    T.format('combat_status_damage', {
                        "name": target.name,
                        "status": technique.name
                    }))

        if result["success"] and target_sprite and technique.images:
            tech_sprite = self.get_technique_animation(technique)
            tech_sprite.rect.center = target_sprite.rect.center
            self.task(tech_sprite.image.play, hit_delay)
            self.task(partial(self.sprites.add, tech_sprite, layer=50),
                      hit_delay)
            self.task(tech_sprite.kill, 3)