Add display abstraction
In case we want to run this on something that isn't an ANSI terminal, we have the option to implement it however we want. Signed-off-by: Alek Ratzloff <alekratz@gmail.com>
This commit is contained in:
@@ -3,6 +3,8 @@ import importlib.util
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from pathlib import Path
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import sys
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from agame.color import colorize
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from agame.display import ANSIDisplay
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from agame.game import Game
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# Parse args
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@@ -19,25 +21,36 @@ package = args.PACKAGE
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# Load game module
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game_module = importlib.import_module(package)
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game = game_module.game # type: ignore
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database = game_module.database # type: ignore
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start_room = game_module.start_room # type: ignore
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# Run
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game.say("=" * 70)
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game.say("Type ((help)) for help, or ((quit)) to exit.")
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game.say("=" * 70)
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game.say()
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# Build the game state
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game = Game(
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display=ANSIDisplay(),
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database=database,
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room=database.rooms["prelude"],
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)
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game.do_teleport_actions()
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while True:
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try:
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try:
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# Run
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game.say("=" * 70)
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game.say("Type ((help)) for help, or ((quit)) to exit.")
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game.say("=" * 70)
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game.say()
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line = input(colorize("{{>}} "))
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game.do_teleport_actions()
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while True:
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game.say()
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line = game.display.input()
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if line.lower() == "quit":
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break
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game.say()
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game.run_command(line)
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except (KeyboardInterrupt, EOFError):
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break
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except (KeyboardInterrupt, EOFError):
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# no-op, these are expected events
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pass
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finally:
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game.display.finish()
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game.say()
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game.say("Bye.")
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@@ -13,6 +13,7 @@ __all__ = (
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"PrintAction",
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"PrintRoomAction",
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"PlayerInputAction",
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"WaitForAckAction",
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"TeleportAction",
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"GetAction",
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"CheckInvItemsAction",
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@@ -91,11 +92,10 @@ class PlayerInputAction(Action):
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Waits for a user to press a key, or press enter, or whatever.
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"""
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prompt: str = "Press enter to continue..."
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store_var_id: Optional[str] = None
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def act(self, game: "Game"):
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line = input(self.prompt)
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line = game.display.input()
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if self.store_var_id:
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assert (
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self.store_var_id in game.vars
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@@ -103,6 +103,18 @@ class PlayerInputAction(Action):
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game.vars[self.store_var_id] = line
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class WaitForAckAction(Action):
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"""
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Waits for a player to press a single key, or press enter, to acknowledge and
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continue processing.
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This is basically "press any key to continue..." territory.
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"""
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def act(self, game: "Game"):
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game.display.wait_for_ack()
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@dataclasses.dataclass
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class TeleportAction(Action):
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"""
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18
agame/display/__init__.py
Normal file
18
agame/display/__init__.py
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@@ -0,0 +1,18 @@
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import platform
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from .display import Display
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if platform.system() in ("Linux", "Darwin", "Unix"):
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from .unix import *
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class BasicDisplay(Display):
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"""
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A basic display that should be supported on all platforms. It just outputs
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text with some color.
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"""
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def line(self, line: str = ""):
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print(line)
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def input(self) -> str:
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return input("> ")
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32
agame/display/display.py
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32
agame/display/display.py
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@@ -0,0 +1,32 @@
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import abc
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from typing import Optional
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class Display(metaclass=abc.ABCMeta):
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"""
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Displays are an abstraction over printing things to the screen.
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Use a specific implementation based on the kind of display you want to use.
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"""
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@abc.abstractmethod
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def line(self, line: str = ""):
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"Print a single line to the display."
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@abc.abstractmethod
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def input(self) -> str:
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"Get player input."
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@abc.abstractmethod
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def wait_for_ack(self, prompt: Optional[str] = None):
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"""
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Wait for the user to press a key.
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The behavior is up to the implementor. This could be something like
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"press any key to continue", "press enter to continue", or "click OK to
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continue". This method should block until input is acknowleged by the
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user.
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"""
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def finish(self):
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"Final cleanup code for this display."
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88
agame/display/unix.py
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88
agame/display/unix.py
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@@ -0,0 +1,88 @@
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import sys
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import termios
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from typing import Optional, TextIO
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from agame.color import colorize
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from .display import Display
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ESC = "\u001b"
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ANSI_MOVE_BOTTOM = f"{ESC}[999;0f"
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class ANSIDisplay(Display):
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"""
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Display for a modern terminal.
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This display attempts to keep the input at the bottom, and the output
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scrolling up.
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This utilizes `termios` and is therefore UNIX-only.
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"""
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def __init__(
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self,
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input_prompt: str = colorize("{{>}} "),
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stdin: TextIO = sys.stdin,
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stdout: TextIO = sys.stdout,
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):
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self.input_prompt = input_prompt
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self.__stdin = stdin
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self.__stdout = stdout
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# Initial set-up:
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# . Move the cursor to the bottom left part of the screen (this will set
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# the current line to a really high value and will move us to the
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# bottom of the screen)
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self.stdout.write(ANSI_MOVE_BOTTOM)
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# . Disable echo, set cbreak
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fd = self.stdin.fileno()
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self.__old_attrs = termios.tcgetattr(fd)
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self.cbreak()
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# . Clear
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self.clear()
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def line(self, line: str = ""):
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self.stdout.write(line)
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self.stdout.write("\n")
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def input(self) -> str:
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try:
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self.nocbreak()
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return input(self.input_prompt)
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finally:
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self.cbreak()
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def wait_for_ack(self, prompt: Optional[str] = "Press any key to continue..."):
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# Flush unread data
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termios.tcflush(self.stdin.fileno(), termios.TCIFLUSH)
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if prompt is not None:
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self.line(prompt)
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self.stdin.read(1)
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def cbreak(self):
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fd = self.stdin.fileno()
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new = termios.tcgetattr(fd)
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new[3] &= ~(termios.ECHO | termios.ICANON)
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termios.tcsetattr(fd, termios.TCSADRAIN, new)
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def nocbreak(self):
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fd = self.stdin.fileno()
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new = termios.tcgetattr(fd)
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new[3] |= termios.ECHO | termios.ICANON
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termios.tcsetattr(fd, termios.TCSADRAIN, new)
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def finish(self):
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# Clean up by restoring the old terminal state
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fd = self.stdin.fileno()
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termios.tcsetattr(fd, termios.TCSADRAIN, self.__old_attrs)
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def clear(self):
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self.stdout.write(f"{ESC}[2J")
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@property
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def stdin(self) -> TextIO:
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return self.__stdin
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@property
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def stdout(self) -> TextIO:
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return self.__stdout
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@@ -3,6 +3,7 @@ import textwrap
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from typing import Any, MutableMapping, List, Match, Optional, Sequence, Union
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from agame.action import Action
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from agame.color import colorize
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from agame.display import Display
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from agame.item import Item, ItemInst
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from agame.room import Room
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from agame.trigger import *
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@@ -67,6 +68,8 @@ class Database:
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@dataclasses.dataclass
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class Game:
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# Game display.
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display: Display
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# Game room/items database
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database: Database
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# Current room.
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@@ -138,13 +141,14 @@ class Game:
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"Format, colorize, wrap, and print the message."
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if lines:
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head = textwrap.fill(lines[0])
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print(colorize(head))
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# TODO - move colorize to Display
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self.display.line(colorize(head))
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for line in lines[1:]:
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message = textwrap.fill(line)
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print()
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print(colorize(message))
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self.display.line()
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self.display.line(colorize(message))
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else:
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print()
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self.display.line()
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@property
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def rooms(self):
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@@ -7,11 +7,8 @@ from agame.trigger import *
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# This is the *game* here
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database = Database()
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# This is the start room
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start_room = "prelude"
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from . import rooms
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from . import vars
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# Build the game state
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game = Game(
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database=database,
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room=database.rooms["prelude"],
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)
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@@ -59,7 +59,7 @@ database.add_room(
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"This is one of those stories.",
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LINEBREAK,
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),
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PlayerInputAction(),
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WaitForAckAction(),
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PrintAction(
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LINEBREAK,
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#
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@@ -75,7 +75,7 @@ database.add_room(
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"No animals patrol the sky nor ground. Life has left this place.",
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LINEBREAK,
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),
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PlayerInputAction(),
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WaitForAckAction(),
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PrintAction(
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LINEBREAK,
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#
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@@ -83,22 +83,25 @@ database.add_room(
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#
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LINEBREAK,
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),
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PlayerInputAction(),
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SleepAction(1),
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WaitForAckAction(),
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PrintAction(LINEBREAK),
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SleepAction(0.75),
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PrintAction("."),
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SleepAction(1),
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SleepAction(0.75),
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PrintAction(".."),
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SleepAction(1),
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SleepAction(0.75),
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PrintAction("..."),
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SleepAction(1),
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SleepAction(0.75),
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PrintAction("...."),
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SleepAction(1),
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SleepAction(0.75),
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PrintAction("....."),
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SleepAction(1),
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SleepAction(0.75),
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PrintAction("......"),
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SleepAction(1),
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SleepAction(0.75),
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PrintAction(LINEBREAK),
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PrintAction("You awaken from a fitful sleep. Where are you again?"),
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PlayerInputAction(),
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WaitForAckAction(),
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PrintAction(LINEBREAK),
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TeleportAction("cabin_inside"),
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],
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)
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