Only move to viable actions and softer beeping (also beeping centralized to easier...
[naja.git] / naja / widgets / info_area.py
1 """
2 Widget for the game board information area.
3 """
4 import pygame
5 import pygame.locals as pgl
6
7 from naja.constants import (INFO_SIZE, EIGHT_BIT_SCALE, ACT, KEYS,
8                             EXAMINE)
9 from naja.events import finish_event
10 from naja.resources import resources
11 from naja.resources.mutators import EIGHT_BIT
12 from naja.sound import sound
13
14 from naja.widgets.base import Widget
15 from naja.widgets.tile import BIT_MAP
16 from naja.widgets.text import TextBoxWidget, TextWidget
17
18
19 HINTS = {
20     ACT: ("Choose an action using the Up/Down keys.\n"
21           "Press Return to execute the action."),
22     EXAMINE: "Select a card to examine using the arrow keys.",
23 }
24
25 HINT_LEGAL_MOVE = "\nPress Return to move to this card."
26
27 TITLES = {
28     ACT: "Choose an Action",
29     EXAMINE: "Select a Card",
30 }
31
32
33 class InfoAreaWidget(Widget):
34     """
35     Widget for the game board information area.
36     """
37     def __init__(self, pos, state):
38         super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
39         self.state = state
40         self.chosen = None
41         self.card_position = state.player.position
42         self.set_position(state.player.position)
43
44     def prepare(self):
45         if self.state.gameboard.player_mode == ACT:
46             self.set_position(self.state.player.position)
47         self.surface = pygame.surface.Surface(INFO_SIZE)
48         self.surface.fill((0, 0, 0))
49         # Extract actions and such from the card
50         title = TextWidget((0, 0), TITLES[self.state.gameboard.player_mode],
51                            colour=(255, 255, 255))
52         title.render(self.surface)
53         y_offset = title.surface.get_rect().height + 8
54
55         # TODO: Make this better.
56         bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
57                             for bit in reversed(range(8)))
58         card_bits = TextWidget((0, y_offset), bits_text, colour=(255, 255, 0))
59         card_bits.render(self.surface)
60         y_offset += card_bits.surface.get_rect().height + 8
61
62         for choice, action in enumerate(self.card.actions):
63             y_offset = self.prepare_action(choice, action, y_offset)
64         # We cheat horribly for layout reasons
65         hint_text = HINTS[self.state.gameboard.player_mode]
66         if self.state.gameboard.player_mode == EXAMINE:
67             if self.card_position in self.state.player.legal_moves():
68                 hint_text += HINT_LEGAL_MOVE
69
70         hint = TextBoxWidget((4, 0), hint_text, padding=2,
71                              box_width=(INFO_SIZE[0] - 4) // EIGHT_BIT_SCALE)
72         hint.prepare()
73         y_offset = INFO_SIZE[1] - hint.surface.get_rect().height
74         self.surface.blit(hint.surface, (4, y_offset))
75
76     def prepare_action(self, choice, action, y_offset):
77         text = TextBoxWidget(
78             (18, y_offset), action.get_text(),
79             box_width=(INFO_SIZE[0] - 16) // EIGHT_BIT_SCALE,
80             fontsize=28)
81         text.render(self.surface)
82         # self.chosen may be None, in which case we don't draw the border.
83         if choice == self.chosen:
84             if not action.check_available(self.state.player):
85                 colour = (255, 0, 0, 255)
86             else:
87                 colour = (255, 255, 0, 128)
88             bottom = y_offset + text.surface.get_rect().height
89             right = text.surface.get_rect().width + 12
90             pygame.draw.lines(self.surface, colour, True,
91                               [(18, y_offset), (right, y_offset),
92                                (right, bottom), (18, bottom)], 4)
93         if action.required_bits:
94             img_name = BIT_MAP[action.required_bits].replace(
95                 '.png', '_small.png')
96             img = resources.get_image(img_name,
97                                       transforms=(EIGHT_BIT,))
98             self.surface.blit(img, (0, y_offset))
99         return y_offset + text.surface.get_rect().height + 16
100
101     def set_position(self, position):
102         self.card_position = position
103         self.card = self.state.board_locations[self.card_position]
104         if self.state.gameboard.player_mode == ACT:
105             if self.chosen is None:
106                 self.chosen = 0
107         else:
108             self.chosen = None
109
110     def draw(self, surface):
111         surface.blit(self.surface, self.pos)
112
113     def next_viable_action(self, step=1):
114         num_actions = len(self.card.actions)
115         if num_actions == 0:
116             return
117         player = self.state.player
118         chosen = self.chosen
119         for i in range(num_actions - 1):
120             # loop through each action at most once.
121             chosen = (chosen + step) % num_actions
122             action = self.card.actions[chosen]
123             if action.check_available(player):
124                 sound.play_sound('change_action.ogg', volume=0.05)
125                 self.chosen = chosen
126
127     def prev_viable_action(self):
128         return self.next_viable_action(step=-1)
129
130     def try_perform_action(self):
131         player = self.state.player
132         action = self.card.actions[self.chosen]
133         if not action.check_available(player):
134             sound.play_sound('error.ogg')
135         else:
136             action.perform_action(self.state.gameboard, self.card)
137             self.state.gameboard.replace_card(player.position)
138             self.state.gameboard.change_mode(EXAMINE)
139             self.set_position(player.position)
140
141     def handle_event(self, ev):
142         if self.state.gameboard.player_mode == EXAMINE:
143             return super(InfoAreaWidget, self).handle_event(ev)
144         if ev.type == pgl.KEYDOWN:
145             if ev.key in KEYS.SELECT:
146                 self.try_perform_action()
147                 return finish_event()
148             if ev.key in KEYS.UP:
149                 self.next_viable_action()
150                 return finish_event()
151             if ev.key in KEYS.DOWN:
152                 self.prev_viable_action()
153                 return finish_event()
154             if ev.key in KEYS.SWITCH:
155                 self.next_viable_action()
156                 return finish_event()
157         return super(InfoAreaWidget, self).handle_event(ev)