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scenario.py
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from battle import BattleWindow
from battleground import Battleground
from entity import *
from general import *
from faction import *
from window import *
import libtcodpy as libtcod
import re
KEYMAP_GENERALS = "QWERTYUIOP"
MOVEGEN_PATTERN = re.compile("move_gen(\d) \((-?\d+),(-?\d+)\)")
class Scenario(Window):
def __init__(self, battleground, side, factions, host = None, port = None, window_id = 0):
super(Scenario, self).__init__(battleground, side, host, port, window_id)
self.factions = factions
self.requisition = [999, 300]
self.max_requisition = 999
self.keymap_generals = KEYMAP_GENERALS[0:len(factions[side].generals)]
self.selected_general = None
for f in factions:
for g in f.generals:
g.start_scenario()
#TODO: remove, just for testing purposes
self.i = 0
self.deploy_general(factions[1].generals[2])
self.i += 1
self.deploy_general(factions[1].generals[1])
self.i += 1
self.deploy_general(factions[1].generals[0])
def apply_requisition(self, general):
if general.deployed: return
if general.requisition + self.requisition[general.side] >= general.cost:
if self.deploy_general(general):
self.requisition[general.side] -= general.cost - general.requisition
general.requisition = general.cost
else: #If can't be deployed, we give all but one requisition points
self.requisition[general.side] -= general.cost - general.requisition - 1
general.requisition = general.cost - 1
else:
general.requisition += self.requisition[general.side]
self.requisition[general.side] = 0
def check_input(self, key, mouse, x, y):
n = self.keymap_generals.find(chr(key.c).upper()) # Number of the general pressed
if n != -1:
g = self.factions[self.side].generals[n]
if g.deployed:
self.selected_general = g
if not self.bg.is_inside(x, y):
return
return "move_gen{0} ({1},{2})\n".format(n, x, y)
else:
self.selected_general = None
return "apply_req{0}\n".format(n)
return None
def deploy_general(self, general):
if general.teleport(1 if general.side == 0 else 56+self.i, 21):
general.target = (4,21) if general.side == 0 else (52,21)
general.home = general.target
general.deployed = True
general.alive = True
self.bg.generals.append(general)
self.message(general.name + " has been deployed on the " + ("left" if general.side == 0 else "right")
+ " side.", general.color)
return True
return False
def get_next_tile(self, general):
for t in [(general.x+i, general.y+j) for i in range(-1,2) for j in range(-1,2)]:
if self.bg.tiles[t].entity == self.bg.tiles[general.target].entity:
return t
starting_tiles = general.get_passable_neighbours()
checked = [(general.x, general.y)]
for starting in starting_tiles:
tiles = [starting]
while tiles:
(x, y) = tiles.pop()
checked.append((x, y))
for t in [(x+i, y+j) for i in range(-1,2) for j in range(-1,2)]:
if self.bg.tiles[t].entity == self.bg.tiles[general.target].entity:
return starting
if self.bg.tiles[t].passable and t not in checked:
tiles.append(t)
def increment_requisition(self):
for f in self.bg.fortresses:
if f.side != NEUTRAL_SIDE:
self.requisition[f.side] += f.requisition_production
for i in [0,1]:
if self.requisition[i] > self.max_requisition:
self.requisition[i] = self.max_requisition
def process_messages(self, turn):
for i in [0,1]:
if turn in self.messages[i]:
if self.messages[i][turn].startswith("apply_req"):
self.apply_requisition(self.factions[i].generals[int(self.messages[i][turn][9])])
else:
match = MOVEGEN_PATTERN.match(self.messages[i][turn])
if match:
g = self.factions[i].generals[int(match.group(1))]
(x, y) = (int(match.group(2)), int(match.group(3)))
if not self.bg.is_inside(x, y):
return
target = self.bg.tiles[(x, y)].entity
home = self.bg.tiles[(g.x, g.y)].entity
if (target in self.bg.fortresses and home in self.bg.fortresses and g in home.guests):
for (f, tile) in home.connected_fortresses:
if f == target:
# Send general g out from fortress home to fortress target thorugh tile
(g.x, g.y) = tile
g.home = (home.x, home.y)
g.target = (target.x, target.y)
home.unhost(g)
return
def render_side_panel(self, i, bar_length, bar_offset_x):
self.con_panels[i].print(bar_offset_x-1, 0, " Requisition", libtcod.white)
self.render_bar(self.con_panels[i], bar_offset_x, 1, bar_length, self.requisition[i], self.max_requisition, libtcod.dark_blue, libtcod.sky, libtcod.black)
line = 4
for j in range(0, len(self.factions[i].generals)):
g = self.factions[i].generals[j]
fg_color = g.color if g == self.selected_general else libtcod.white
self.con_panels[i].print(bar_offset_x-1, line, " " + g.name, fg_color)
libtcod.console_put_char_ex(self.con_panels[i], bar_offset_x-1, line+1, KEYMAP_GENERALS[j], g.color, libtcod.black)
if not g.deployed:
self.render_bar(self.con_panels[i], bar_offset_x, line+1, bar_length, g.requisition, g.cost, libtcod.dark_blue, libtcod.sky, libtcod.black)
else:
self.render_bar(self.con_panels[i], bar_offset_x, line+1, bar_length, g.hp, g.max_hp, libtcod.red, libtcod.yellow, libtcod.black)
line += 3
def start_battle(self, generals):
if generals[0].side != 0: # Left side must be the first
(generals[0], generals[1]) = (generals[1], generals[0])
return self.start_battle_thread(generals)
#thread.start_new_thread(self.start_battle_thread, (generals,))
def start_battle_thread(self, generals):
battleground = Battleground(BG_WIDTH, BG_HEIGHT)
battleground.generals = generals
scenario_pos = []
for g in generals:
scenario_pos.append((g.x, g.y))
g.change_battleground(battleground, 3 if g.side == 0 else 56, g.y)
battle = BattleWindow(battleground, 0)
winner = battle.loop()
for i in [0,1]:
generals[i].change_battleground(self.bg, *(scenario_pos[i]))
if not generals[i].alive:
generals[i].die()
generals[i].start_scenario()
self.message(generals[(i+1)%2].name + " defeated " + generals[i].name + " on a battle.", generals[(i+1)%2].color)
def update_all(self):
self.increment_requisition()
for g in self.bg.generals:
if not g.deployed:
continue
enemy = g.enemy_reachable(diagonals=True)
if enemy is not None and enemy.side != NEUTRAL_SIDE:
if enemy in self.bg.fortresses:
if enemy.guests:
e = enemy.guests[-1]
self.start_battle([g, e])
if not e.alive:
enemy.unhost(e)
else:
self.start_battle([g, enemy])
else:
t = self.get_next_tile(g)
if t:
entity = self.bg.tiles[t].entity
if entity in self.bg.fortresses:
entity.host(g)
elif g.can_move(t[0]-g.x, t[1]-g.y):
g.move(t[0]-g.x, t[1]-g.y)
else:
g.target = g.home
if __name__=="__main__":
battleground = Battleground(BG_WIDTH, BG_HEIGHT, "map.txt")
factions = []
factions.append(Mechanics(battleground, 0))
factions.append(Oracles(battleground, 1))
scenario = Scenario(battleground, 0, factions)
scenario.loop()