CountDuchKing/Main.py
2024-09-27 14:37:53 +02:00

643 lines
No EOL
23 KiB
Python

import pygame
import sys
import random
from threading import Thread
sys.path.append('./Map')
sys.path.append('./Script')
sys.path.append('./Realms')
import ScriptUtils
import MapManager
import RealmManager
# pygame setup
pygame.init()
screenwidth,screenheight = 1280, 720
screen = pygame.display.set_mode((screenwidth,screenheight))
pygame.display.set_caption('CountDuchKing')
clock = pygame.time.Clock()
running = True
map = pygame.image.load( "./Map/Images/sample.jpg")
maprect = map.get_rect()
mapWidth = int(map.get_width())
mapHeight = int(map.get_height())
time1 = pygame.time.get_ticks()
def initMapGen():
y = 0
bY = 10
cY = 0
bX = 6
i = 0
while bX < mapWidth:
for x in range(bX, mapWidth):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
cY += 1
if cY % 7 == 0:
while i != 4:
map.set_at((x, y), (0,0,0,255))
y += 1
i += 1
i = 0
cY += 1
screen.blit(map, maprect)
pygame.display.flip()
bX += 12
y = 0
cY = 0
bX = 6
y = 0
cY = y
i = 0
while bX < mapWidth:
for x in range(bX, -1, -1):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
cY += 1
if cY % 7 == 0:
while i != 4:
map.set_at((x, y), (0,0,0,255))
y += 1
i += 1
i = 0
cY += 1
screen.blit(map, maprect)
pygame.display.flip()
bX += 12
y = 0
cY = y
y = bY
cY = 0
while bY < mapHeight:
for x in range(0, mapWidth):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
cY += 1
if cY % 7 == 0:
while i != 4:
map.set_at((x, y), (0,0,0,255))
y += 1
i += 1
i = 0
cY += 1
screen.blit(map, maprect)
pygame.display.flip()
bY += 20
y = bY
cY = 0
bY = 12
y = bY
cY = 2
while bY < mapHeight:
for x in range(mapWidth, 0, -1):
if y < mapHeight:
map.set_at((x, y), (0,0,0,255))
y += 1
cY += 1
if cY % 7 == 0:
while i != 4:
map.set_at((x, y), (0,0,0,255))
y += 1
i += 1
i = 0
cY += 1
screen.blit(map, maprect)
pygame.display.flip()
bY += 20
y = bY
cY = 2
initMapGen()
class uText:
def __init__(self):
self.font = pygame.font.Font(pygame.font.get_default_font(), 36)
self.texts = []
self.takenPos = []
self.texts_to_remove = []
def getRect(self,text):
tp = self.font.render(text, True, (255, 255, 255))
return tp.get_rect()
def write(self, text, position):
if not (text,position) in self.texts:
for textTest in self.texts:
if textTest[0] != text and textTest[1] == position:
self.texts.remove(textTest)
self.texts.append((text,position))
def removeText(self, t):
text2 = []
for text in self.texts:
if str(text[0]) != str(t):
text2.append(text)
self.texts = text2
def runText(self):
for text in self.texts:
textPrint = self.font.render(str(text[0]), True, (255, 255, 255))
textPrintRect = textPrint.get_rect()
textPrintRect = textPrintRect.move(int(text[1][0]),int(text[1][1]))
screen.blit(textPrint, textPrintRect)
def runResourceView(self, info, mode):
i=0
if mode == "t": #If running resource view for tile
info = GameMap.getTileInfo(info)
while (100 + 50*i) < 720: #(Map height)
self.write("",(840,100+50*i))
self.write("",(1090,100+50*i))
i += 1
i = 0
self.write("State",(1000,0))
self.write("Terrain: ", (840,50))
self.write(info["terrain"].capitalize(),(1090,50))
for bit in info["gameplay"]:
#if type(bit) == "<class 'str'" or type(bit) == "<class 'int'":
if bit[0] == "resources":
self.write(f"{bit[0].capitalize()}:", (840,100 + 50*i))
i -= 1
for subbit in bit[1]:
i += 1
self.write(f"{subbit[1].capitalize()}, {subbit[0]}",(1090,100+50*i))
elif bit[0] == "buildings":
self.write(f"{bit[0].capitalize()}:", (840,100 + 50*i))
i -= 1
for subbit in bit[1]:
i += 1
self.write(f"{subbit.capitalize()}",(1090,100+50*i))
else:
self.write(f"{bit[0].capitalize()}:",(840,100 + 50*i))
if bit[1] != [] and bit[1] != {}:
self.write(bit[1],(1090,100 + 50*i))
else:
self.write("None",(1090,100 + 50*i))
i += 1
tilePrint = self.font.render(info["id"], True, (255, 255, 255))
tilePrintRect = tilePrint.get_rect()
tilePrintRect = tilePrintRect.move(1100,0)
screen.blit(tilePrint, tilePrintRect)
if mode == "p": #If running resource view for player
info = GameRealms.getPlayer(info)
while (100+50*i) < 720: #(Map height)
self.write("",(840,100+50*i))
self.write("",(1090,100+50*i))
i += 1
i = 0
self.write(info.name,(1000,0))
self.write("",(840,50))
self.write("",(1090,50))
for key in info.resources.keys():
self.write(f"{key.capitalize()}:",(840,50 + 50*i))
self.write(info.resources[key],(1090,50 + 50*i))
i += 1
class uButtons:
def __init__(self):
self.buttons = []
self.colours = {
"black": (0, 0, 0),
"white": (255, 255, 255),
"gray": (200, 200, 200),
"darkgray": (100, 100, 100),
"red": (255, 0, 0,),
"green": (0, 255, 0,),
"blue": (0, 0, 255,)
}
def addButton(self, name, x, y, colour_standby=(255,255,255), colour_hover=(200, 200, 200), onAction=None, delOnAction=False, padX=10, padY=4, padding=None):
if colour_standby != (255,255,255):
if self.colours[colour_standby] != None:
colour_standby = self.colours[colour_standby]
else:
colour_standby = (255,255,255)
if colour_hover != (200, 200, 200):
if self.colours[colour_hover] != None:
colour_hover = self.colours[colour_hover]
else:
colour_hover = (200, 200, 200)
if padding != None:
padding[0] = self.colours[padding[0]]
textRect = uTexter.getRect(name)
width = textRect.width + padX
height = textRect.height + padY
button = {
"text": name,
"xPos": x-(padX/2),
"yPos": y-(padY/2),
"width": int(width),
"height": int(height),
"colour_standby": colour_standby,
"colour_hover": colour_hover,
"button_action": onAction,
"delOnAction": delOnAction,
"isHover": False,
"padding": padding
}
self.buttons.append(button)
uTexter.write(name,(x,y))
def removeButton(self, name):
for b in self.buttons:
if b["text"] == name:
print(f"Succesfully removed button {name}")
uTexter.removeText(name)
self.buttons.remove(b)
pass
print(f"Failed to remove button {name} among buttons ")
for b in self.buttons:
print(b["text"])
def updateHover(self):
pos = pygame.mouse.get_pos()
for button in self.buttons:
if pos[0] > button["xPos"] and pos[0] < button["xPos"] + button["width"]:
if pos[1] > button["yPos"] and pos[1] < button["yPos"] + button["height"]:
button["isHover"] = True
elif button["isHover"] == True:
button["isHover"] = False
elif button["isHover"] == True:
button["isHover"] = False
def drawButtons(self):
for button in self.buttons:
if button["padding"] != None:
bP = button["padding"]
ofst = bP[1]/2
padRect = pygame.Rect(button["xPos"]-ofst,button["yPos"]-ofst,button["width"]+bP[1],button["height"]+bP[1])
pygame.draw.rect(screen,(bP[0]),padRect)
buttonRect = pygame.Rect(button["xPos"],button["yPos"],button["width"],button["height"])
if button["isHover"] == False:
pygame.draw.rect(screen,(button["colour_standby"]),buttonRect)
else:
pygame.draw.rect(screen,(button["colour_hover"]),buttonRect)
def pressed(self, pos):
for button in self.buttons:
if button["isHover"] == True:
if button["button_action"] != None:
if button["delOnAction"] == True:
self.removeButton(button["text"])
exec(button["button_action"])
else:
print(f"No action found for button {button["text"]}")
class uCommunicate:
def __init__(self):
self.globalGameState = 0 #0 = preround, 1 = active
self.globalTurn = 0
self.turnHolder = 0
self.resourceView = False #False = State resources, True = Player resources
self.resourceViewActive = True #False = No Button Rendered, True = Button Rendered
self.tileSelectable = True
def startGame(self):
GameRealms.load(map)
self.globalGameState = 1
self.globalTurn = 1
uTexter.write("Turn:",(850,580))
uButtoner.addButton("Player", 850, 0, "darkgray", "gray", "uCommunicator.switchResourceView()", True)
uButtoner.addButton("Claim", 850, 500,"darkgray","gray","uCommunicator.claimState()")
t2 = Thread(target=uCommunicator.gameLoop)
t2.start()
def tileSelected(self, tPressed):
if self.globalGameState == 1:
print(f"Checking for {tPressed} in {GameRealms.getPlayer("p1").heldTiles}")
if GameRealms.tileInPlayer(tPressed,self.turnHolder):
uPopper.buttonManager()
else:
uPopper.buttonManager(True)
def switchResourceView(self):
if self.resourceView:
uButtoner.addButton("Player", 850, 0, "darkgray", "gray", "uCommunicator.switchResourceView()", True)
self.resourceView = False
elif not self.resourceView:
if tile_pressed != None:
uButtoner.addButton("State", 850, 0, "darkgray", "gray", "uCommunicator.switchResourceView()", True)
self.resourceViewActive = True
else:
self.resourceViewActive = False
self.resourceView = True
def gameLoop(self):
while self.globalGameState == 1:
for x in range(GameRealms.amount):
self.turnHolder = x
GameRealms.applyResourceIncome(x)
if self.turnHolder != 0:
self.turnHolder = GameRealms.players[x].id
print(f"Turn being played by: {self.turnHolder}/{GameRealms.players[x].name}")
self.expand_cccs(self.turnHolder)
else:
GameRealms.updateDaywisePlayerResources(self.turnHolder, GameMap)
self.globalTurn += 1
uTexter.write(str(self.globalTurn), (1090, 580))
while self.turnHolder == 0:
None
def claimState(self):
if GameMap.paintedTile and self.turnHolder == 0:
if not GameMap.tIsClaimed(GameMap.paintedTile.Id):
ip = GameRealms.getPlayer(f"p1")
pt = GameMap.paintedTile
if pt.Id in ip.borderTiles and ip.resources["villagers"] > 0:
print(f"Claiming {pt.Id} for {ip.name}")
GameMap.claimTileFor(pt.Id,ip)
ip.heldTiles.append(pt.Id)
for tile in GameMap.findBorderTiles(pt.Id):
ip.borderTiles.append(int(tile))
ip.resources["villagers"] -= 1
self.turnHolder += 1
elif ip.resources["settlers"] > 0:
print(f"Settling {pt.Id} for {ip.name}")
GameMap.claimTileFor(pt.Id,ip)
ip.heldTiles.append(pt.Id)
for tile in GameMap.findBorderTiles(pt.Id):
ip.borderTiles.append(int(tile))
ip.resources["settlers"] -= 1
self.turnHolder += 1
else:
self.turnHolder += 1
def expand_cccs(self, ccc):
print(f"Using ccc = {ccc}")
expandTile = None
curPlayer = GameRealms.getPlayer(f"{ccc}")
if len(curPlayer.heldTiles) == 0:
while expandTile == None:
tryTile = GameMap.findTileAt((random.randint(0,800),random.randint(0,550)))
if tryTile != None:
if not GameMap.tIsClaimed(tryTile):
expandTile = tryTile
GameMap.claimTileFor(expandTile,curPlayer,map)
curPlayer.heldTiles.append(expandTile)
else:
while expandTile == None:
trytile = int(curPlayer.heldTiles[random.randint(0,len(curPlayer.heldTiles)-1)])
daPos = GameMap.getTileInfo(trytile)["position"]
ranX = random.randint(0,3)
if ranX == 0:
if GameMap.getTileInfo(trytile+1)["owner"] == "Unclaimed":
expandTile = trytile+1
elif ranX == 1:
if GameMap.getTileInfo(trytile-1)["owner"] == "Unclaimed":
expandTile = trytile-1
elif ranX == 2:
daPos = (daPos[0],daPos[1]+1)
if GameMap.findTileAtRel(daPos) != None:
if GameMap.getTileInfo(GameMap.findTileAtRel(daPos))["owner"] == "Unclaimed":
expandTile = GameMap.findTileAtRel(daPos)
elif ranX == 3:
daPos = (daPos[0],daPos[1]-1)
if GameMap.findTileAtRel(daPos) != None:
if GameMap.getTileInfo(GameMap.findTileAtRel(daPos))["owner"] == "Unclaimed":
expandTile = GameMap.findTileAtRel(daPos)
GameMap.claimTileFor(expandTile,GameRealms.getPlayer(f"{ccc}"),map)
curPlayer.heldTiles.append(expandTile)
class tileMod:
def __init__(self):
self.ct = 0 #Current tile
def cct(self, t): #cycle current tile
self.ct = t
def modIsAvailable(self,mod):
tile = GameMap.tiles[str(self.ct)]
if str(mod) in tile.buildings:
return False
return True
def buildHouse(self):
tile = GameMap.tiles[str(self.ct)]
tile.buildings.append("house")
tile.resources.append((0.25,"villagers"))
def buildLogger(self):
print("building logger")
tile = GameMap.tiles[str(self.ct)]
tile.buildings.append("logger")
for r in tile.resources:
print(r)
if r[1] == "wood":
a = r[0]*2
i = tile.resources.index(r)
tile.resources.remove(r)
tile.resources.insert(i,(a,"wood"))
break
print((a,"wood"))
class uPop:
def __init__(self):
self.pops = {}
self.pop = None
self.buttons = False
self.popButtons = False
self.doneCheck = False
def buttonManager(self,clean=False):
if self.buttons == False and not clean:
print("Creating buttons")
uButtoner.addButton("Build", 0, 600, "darkgray", "gray", "uPopper.prefabBuild()", True)
uButtoner.addButton("Assemble", 150, 600, "darkgray", "gray", "uPopper.prefabAssemble()", True)
uButtoner.addButton("Order", 380, 600, "darkgray", "gray", "uPopper.prefabOrder()", True)
self.buttons = True
elif clean == True and self.buttons == True:
uButtoner.removeButton("Build")
uButtoner.removeButton("Assemble")
uButtoner.removeButton("Order")
self.buttons = False
def prefabBuild(self):
print("running prefab build")
uPopper.buildPop("build",(("house","tModder.buildHouse()"),("logger","tModder.buildLogger()")))
uButtoner.addButton("Exit", 0, 600, "darkgray", "gray", "uPopper.closePop()", True)
def prefabAssemble(self):
uPopper.buildPop("assemble",(("hello","print(\"gayass\")"),("goodbye","print(\"WootWoot\")")))
uButtoner.addButton("Exit", 150, 600, "darkgray", "gray", "uPopper.closePop()", True)
def prefabOrder(self):
uPopper.buildPop("order",(("hello","print(\"gayass\")"),("goodbye","print(\"WootWoot\")")))
uButtoner.addButton("Exit", 380, 600, "darkgray", "gray", "uPopper.closePop()", True)
def buildPop(self,nameId,content,defaultColour=(100,100,100),itemColour=(200,200,200)):
curWidth = 0
curHeight = 0
for item in content:
t = item[0]
w, h = uTexter.getRect(str(t)).width,uTexter.getRect(str(t)).height
curHeight += h+10
if curWidth < w:
curWidth = w
w = curWidth + 20
h = curHeight + 20
x = (mapWidth-w)/2
y = (mapHeight-h)/2
popup = {
"x":x,"y":y,"w":w,"h":h,
"name": nameId,
"defaultColour": defaultColour,
"itemColour": itemColour,
"contents": content #Lists in the format of (buttonName,buttonAction) as the position and size is predefined
}
self.pops[nameId] = popup
self.pop = nameId
def drawPop(self):
if self.pop != None:
p = self.pops[self.pop]
iX = p["x"] + 10
iY = p["y"] + 10
oY = 0
a = 0
if self.popButtons == False:
uCommunicator.tileSelectable = False
for item in p["contents"]:
text = item[0]
action = item[1]
if tModder.modIsAvailable(text):
uButtoner.addButton(str(text), iX,iY+oY,"darkgray", "gray",action,True,10,4,["black",2])
oY += uTexter.getRect(str(text)).height+10
a += 1
if a == 0:
uButtoner.addButton("All buildings completed",iX,iY+oY,"darkgray", "gray","uPopper.closePop()",True,10,4,["black",2])
p["contents"] = (("All buildings completed",),)
self.doneCheck = True
self.popButtons = True
if self.doneCheck:
self.popRect = uTexter.getRect("All buildings completed")
self.popRect.x, self.popRect.y = p["x"],p["y"]
pygame.draw.rect(screen,(p["defaultColour"]),self.popRect)
else:
self.popRect = pygame.Rect(p["x"],p["y"],p["w"],p["h"])
pygame.draw.rect(screen,(p["defaultColour"]),self.popRect)
def closePop(self):
for c in self.pops[self.pop]["contents"]:
uButtoner.removeButton(str(c[0]))
print(f"Removed {c[0]}")
uCommunicator.tileSelectable = True
self.doneCheck = False
self.popButtons = False
self.pop = None
self.buttonManager(True)
self.buttonManager()
tModder = tileMod()
uPopper = uPop()
uButtoner = uButtons()
uTexter = uText()
uCommunicator = uCommunicate()
def prerenderGraphics():
uButtoner.addButton("Start Game", 850, 500, "darkgray", "gray", "uCommunicator.startGame()", True)
prerenderGraphics()
pygame.image.save(map, "./Map/Images/blackstripes.png")
GameRealms = RealmManager.RealmManager()
GameMap = MapManager.MapManager()
GameMap.load(map)
t1 = Thread(target=GameMap.populate, args=(map,))
t1.start()
time2 = pygame.time.get_ticks()
print(str(time2 - time1))
pygame.image.save(map, "./Map/Images/sampledone.png")
timeX = pygame.time.get_ticks()
print("Entering Running Stage")
tile_pressed = None
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
uCommunicator.globalGameState = 0
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed()[0] == True:
print(f"MB1 is true")
pos = pygame.mouse.get_pos()
uButtoner.pressed(pos)
if pos[0] < 830 and pos[1] < 580 and uCommunicator.tileSelectable == True:
tile_pressed = GameMap.findTileAt(pos)
if tile_pressed != None:
GameMap.paintTileBorder(tile_pressed, map)
tModder.cct(tile_pressed)
uCommunicator.tileSelected(tile_pressed)
# fill the screen with a color to wipe away anything from last frame
screen.fill("black")
if uCommunicator.resourceViewActive == False and uCommunicator.resourceView == True and tile_pressed != None:
uButtoner.addButton("State", 850, 0, "darkgray", "gray", "uCommunicator.switchResourceView()", True)
if tile_pressed != None and uCommunicator.resourceView == False:
uTexter.runResourceView(tile_pressed, "t")
elif uCommunicator.globalGameState == 1:
uTexter.runResourceView("p1", "p")
screen.blit(map, maprect)
uPopper.drawPop()
uButtoner.updateHover()
uButtoner.drawButtons()
uTexter.runText()
# RENDER YOUR GAME HERE
# flip() the display to put your work on screen
pygame.display.flip()
clock.tick(120) # limits FPS to 120
timeY = pygame.time.get_ticks()
if timeY % 1000 == 0:
print(f"{timeY-timeX}ms per tick\n{1000/(timeY-timeX)} Ticks per second")
timeX = pygame.time.get_ticks()
uCommunicator.globalGameState = 0
pygame.quit()