SNHU-IT-140/Adventure Game/adventure_game/Handler.py

172 lines
8.5 KiB
Python

import npyscreen
from yaml_parser import parse_datafile as parse
class Handler(npyscreen.ButtonPress):
"""
Very important, called when the player hits send, there are several things we need to do here:
1: handle the player's input, and run logic, this is done in handler.py
2: prepare new items to display on the screen
3: re-render the screen
"""
def localize_room(self, roomlocation):
"""
This method can re-localize the room.
"""
try:
room = parse(self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation)['room']
# If the file could not be found
except FileNotFoundError:
# Log a critical error!
self.parent.parentApp.log.critical(
'Handler could not load the current room! Is the player file corrupt or was there a typo? Path was {0}'.format(
self.parent.parentApp.mainPath / 'gamedata/world' / roomlocation))
# Put the player in a blank room i forgot to finish
room = parse(self.parent.parentApp.mainPath / 'gamedata/world/blank_room.yaml')
return room
def whenPressed(self):
self.parent.parentApp.log.debug('Send button pressed!')
# This is the raw command from the user
raw_command = self.parent.dialogueBox.value.upper()
# Clear the dialogue box, TODO: This may become unneeded if issue #8 is fixed
self.parent.dialogueBox.value = ''
# This is the raw command from the user
parsed_command = raw_command.split()
try:
command = parsed_command.pop(0)
except IndexError:
self.parent.parentApp.log.warn(
'Command "{0}" could not be split, was it malformed or incomplete?'.format(raw_command))
command = ''
arguments = parsed_command # Whatever is left in the list, are arguments.
# Handle an empty command
if len(command) <= 2:
self.parent.update_log('Command was too short, try something like "MOVE", "LOOK AROUND" or "USE".')
else:
# Concatenate everything back together (just to show the user the program understood them correctly
self.parent.update_log(command + ' ' + ' '.join(str(s) for s in arguments))
"""
This is where real logic can happen!
"""
# Localize the player
player = self.parent.parentApp.player
room = self.localize_room(player.playerData['player']['location']) # Localize the room
# By now we should be situated in our room, and with our player.
# self.parent.parentApp.log.debug(room) # We dont need to log this, its too verbose!
# TODO: Should upgrade these to use fuzzy words library! and not direct comparisons!
if command == 'LOOK':
try:
if arguments[0] == 'AROUND':
try:
self.parent.update_log(room['look_around'])
except KeyError:
self.parent.update_log('There is nothing to look at?.. This might be a bug.')
if arguments[0] == 'AT':
try:
# Argument[1] is the "thing" you want to look at, yaml is lowercase so we lowercase it.
self.parent.update_log(room[arguments[1].lower()]['look_at'])
except KeyError:
self.parent.update_log("Im not sure what you're trying to look at.")
except IndexError:
self.parent.parentApp.log.error('Could not handle {0}, {1}'.format(command, arguments))
self.parent.update_log("You must specify something to look at.")
elif command in ['PICK', 'TAKE']:
try:
if arguments[0] == 'UP' or command in ['TAKE']:
if command in ['TAKE']:
arguments = ['UP'] + arguments # This is a messy way to fix take logic vs pick up logic but it works.
if len(arguments) <= 2: # If there are only 2 args ex:up, item then we dont need to merge that last arg
try:
# Argument[1] is the "thing" you want to pick up, yaml is lowercase so we lowercase it.
self.parent.parentApp.log.info('Player tried to pick up {0}'.format(arguments[1]))
self.parent.update_log(room[arguments[1].lower()]['pick_up'])
player.add_inventory(room[arguments[1].lower()]['item_name'])
except KeyError:
self.parent.update_log("You cant pick that up.")
else: # if its a longer list of args, the player prolly wants to pick up an item with multiple words, like hand_axe, or log_viewer
try:
long_arg = '_'.join(
arguments[1:]) # Joins whatever comes after 1 in our args with '_' between
self.parent.parentApp.log.info(
'Player tried to pick up long object {0}'.format(long_arg))
self.parent.update_log(room[long_arg.lower()]['pick_up'])
player.add_inventory(room[long_arg.lower()]['item_name'])
except KeyError:
self.parent.update_log("You cant pick that up.")
except IndexError:
self.parent.parentApp.log.error('Could not handle {0}, {1}'.format(command, arguments))
self.parent.update_log("You must specify something to pick up.")
elif command == 'OPEN':
try:
self.parent.parentApp.log.info('Player tried to open door: {0}'.format(arguments[0]))
new_room = room[arguments[0].lower()]['leads_to']
self.parent.parentApp.log.debug('New room is: {0}'.format(new_room))
upon_enter = player.change_room(new_room) # Change the player to that new room.
self.parent.update_log(upon_enter) # Print the new room upon enter text.
room = self.localize_room(player.playerData['player']['location']) # Re-Localize!
except KeyError:
self.parent.update_log("You cant open that.")
except IndexError:
self.parent.update_log("You must specify something to open")
elif command == 'INSPECT':
try:
self.parent.parentApp.log.info('Player inspecting: {0}'.format(arguments[0]))
self.parent.update_log(
room[arguments[0].lower()]['inspect']) # Prints the inspect text, if it exists
except KeyError:
self.parent.update_log("Nothing more to inspect here.")
except IndexError:
self.parent.update_log("You must specify something to inspect.")
elif command == 'START':
self.parent.update_log('Welcome to the game! Try to |LOOK AROUND|.')
else:
self.parent.parentApp.log.info('Player\'s command was not understood: {0}'.format(command))
self.parent.update_log('I didn\'t understand {0}'.format(command))
if command == 'WHERE':
# TODO: this should take the human readable room name, not the code-name
self.parent.update_log('You are in {0}.'.format(room))
# Log the command that we parsed
self.parent.parentApp.log.info('Parsed command "{0}" with arguments "{1}"'.format(command, arguments))
"""
Do a little bit of final setup, change the art if we
need to, change the text at the bottom and update the inventory.
"""
try:
self.parent.update_location(
room['name'],
room['art'])
except KeyError:
self.parent.update_location('Unknown Location')
self.parent.update_inventory(player.playerData['player']['inventory'])
# Make sure to re-draw the art box when we're all done (in case we updated it in logic above)
self.parent.artContent.display()
# Switch back to the game menu.
# TODO: possibly deprecate this statement?
self.parent.parentApp.switchForm('GAME')