Class: RubyArmor::Play
- Inherits:
-
Fidgit::GuiState
- Object
- Fidgit::GuiState
- RubyArmor::Play
- Defined in:
- lib/ruby_armor/states/play.rb
Constant Summary collapse
- MAX_TURN_DELAY =
1
- MIN_TURN_DELAY =
0
- TURN_DELAY_STEP =
0.1
- MAX_TURNS =
100
- SHORTCUT_COLOR =
Color.rgb(175, 255, 100)
- FILE_SYNC_DELAY =
2 polls per second.
0.5
- ENEMY_TYPES =
[ RubyWarrior::Units::Wizard, RubyWarrior::Units::ThickSludge, RubyWarrior::Units::Sludge, RubyWarrior::Units::Archer, ]
- WARRIOR_TYPES =
[ RubyWarrior::Units::Warrior, RubyWarrior::Units::Golem, ]
- FRIEND_TYPES =
[ RubyWarrior::Units::Captive, ]
Instance Attribute Summary collapse
-
#turn ⇒ Object
Returns the value of attribute turn.
Instance Method Summary collapse
- #create_file_tab_windows ⇒ Object
- #create_file_tabs ⇒ Object
- #create_log_tab_windows ⇒ Object
- #create_log_tabs ⇒ Object
-
#create_sync_timer ⇒ Object
Continually poll the player code file to see when it is edited.
- #create_ui_bar(packer) ⇒ Object
- #draw ⇒ Object
- #effective_turn ⇒ Object
- #floor ⇒ Object
- #generate_readme ⇒ Object
- #handle_exception(exception) ⇒ Object
-
#initialize(game, config) ⇒ Play
constructor
A new instance of Play.
- #level ⇒ Object
-
#level_ended ⇒ Object
Not necessarily complete; just finished.
- #out_of_time? ⇒ Boolean
- #play_turn ⇒ Object
- #prepare_level ⇒ Object
- #print(message) ⇒ Object
- #profile ⇒ Object
- #puts(message = "") ⇒ Object
- #record_log ⇒ Object
- #recording_log? ⇒ Boolean
- #refresh_labels ⇒ Object
- #replace_log(string) ⇒ Object
- #replace_syntax(string) ⇒ Object
- #save_player_code ⇒ Object
- #setup ⇒ Object
- #start_level ⇒ Object
- #sync_player_file ⇒ Object
- #unit_health_changed(unit, amount) ⇒ Object
- #update ⇒ Object
- #update_turn_delay ⇒ Object
Constructor Details
#initialize(game, config) ⇒ Play
Returns a new instance of Play.
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# File 'lib/ruby_armor/states/play.rb', line 41 def initialize(game, config) @game, @config = game, config super() end |
Instance Attribute Details
#turn ⇒ Object
Returns the value of attribute turn.
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# File 'lib/ruby_armor/states/play.rb', line 31 def turn @turn end |
Instance Method Details
#create_file_tab_windows ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 291 def create_file_tab_windows @file_tab_windows = {} @file_contents = {} ["README", "player.rb"].each do |file| @file_tab_windows[file] = Fidgit::ScrollWindow.new width: 380, height: 250 do @file_contents[file] = text_area width: 368, editable: false end end end |
#create_file_tabs ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 230 def create_file_tabs # Tabs to contain README and player code to the left. vertical padding: 0, spacing: 0 do @file_tabs_group = group do @file_tab_buttons = horizontal padding: 0, spacing: 4 do %w[README player.rb].each do |name| (name.to_s, name, border_thickness: 0, tip: "View #{File.join profile.player_path, name}") end horizontal padding_left: 50, padding: 0 do "copy", tip: "Copy displayed file to clipboard", font_height: 12, border_thickness: 0, padding: 4 do Clipboard.copy @file_contents[@file_tabs_group.value].stripped_text end # Default editor for Windows. ENV['EDITOR'] = "notepad" if Gem.win_platform? and ENV['EDITOR'].nil? tip = ENV['EDITOR'] ? "Edit file in #{ENV['EDITOR']} (set EDITOR environment variable to use a different editor)" : "ENV['EDITOR'] not set" "edit", tip: tip, enabled: ENV['EDITOR'], font_height: 12, border_thickness: 0, padding: 4 do command = %<#{ENV['EDITOR']} "#{File.join(level.player_path, @file_tabs_group.value)}"> $stdout.puts "SYSTEM: #{command}" Thread.new { system command } end end end subscribe :changed do |_, value| current = @file_tab_buttons.find {|elem| elem.value == value } @file_tab_buttons.each {|t| t.enabled = (t != current) } current.color, current.background_color = current.background_color, current.color @file_tab_contents.clear @file_tab_contents.add @file_tab_windows[value] end end # Contents of those tabs. @file_tab_contents = vertical padding: 0, width: 380, height: $window.height * 0.5 create_file_tab_windows @file_tabs_group.value = "README" end end |
#create_log_tab_windows ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 281 def create_log_tab_windows @log_tab_windows = {} @log_contents = {} ["current turn", "full log"].each do |log| @log_tab_windows[log] = Fidgit::ScrollWindow.new width: 380, height: 250 do @log_contents[log] = text_area width: 368, editable: false end end end |
#create_log_tabs ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 196 def create_log_tabs vertical padding: 0, spacing: 0 do @log_tabs_group = group do @log_tab_buttons = horizontal padding: 0, spacing: 4 do ["current turn", "full log"].each do |name| (name.capitalize, name, border_thickness: 0, tip: "View #{name}") end horizontal padding_left: 50, padding: 0 do "copy", tip: "Copy displayed log to clipboard", font_height: 12, border_thickness: 0, padding: 4 do Clipboard.copy @log_contents[@log_tabs_group.value].stripped_text end end end subscribe :changed do |_, value| current = @log_tab_buttons.find {|elem| elem.value == value } @log_tab_buttons.each {|t| t.enabled = (t != current) } current.color, current.background_color = current.background_color, current.color @log_tab_contents.clear @log_tab_contents.add @log_tab_windows[value] end end # Contents of those tabs. @log_tab_contents = vertical padding: 0, width: 380, height: $window.height * 0.5 create_log_tab_windows @log_tabs_group.value = "current turn" end end |
#create_sync_timer ⇒ Object
Continually poll the player code file to see when it is edited.
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# File 'lib/ruby_armor/states/play.rb', line 380 def create_sync_timer stop_timer :refresh_code every(FILE_SYNC_DELAY * 1000, :name => :refresh_code) do sync_player_file end end |
#create_ui_bar(packer) ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 104 def (packer) vertical parent: packer, padding: 0, height: 260, width: 100, spacing: 6 do # Labels at top-right. @tower_label = label "", tip: "Each tower has a different difficulty level" @level_label = label "Level:" @turn_label = label "Turn:", tip: "Current turn; starvation at #{MAX_TURNS} to avoid endless games" @health_label = label "Health:", tip: "The warrior's remaining health; death occurs at 0" # Buttons underneath them. = { :width => 70, :justify => :center, shortcut: :auto, shortcut_color: SHORTCUT_COLOR, border_thickness: 0, } @start_button = "Start", .merge(tip: "Start running player.rb in this level") do start_level end @reset_button = "Reset", .merge(tip: "Restart the level") do profile.level_number = 0 if profile.epic? prepare_level end @hint_button = "Hint", .merge(tip: "Get hint on how best to approach the level") do replace_syntax(level.tip) end @continue_button = "Continue", .merge(tip: "Climb up the stairs to the next level") do save_player_code # Move to next level. if @game.next_level.exists? @game.prepare_next_level else @game.prepare_epic_mode end prepare_level end horizontal padding: 0, spacing: 21 do = { padding: 4, border_thickness: 0, shortcut: :auto, shortcut_color: SHORTCUT_COLOR } @turn_slower_button = "-", .merge(tip: "Make turns run slower") do @config.turn_delay = [@config.turn_delay + TURN_DELAY_STEP, MAX_TURN_DELAY].min if @config.turn_delay < MAX_TURN_DELAY update_turn_delay end @turn_duration_label = label "", align: :center @turn_faster_button = "+", .merge(tip: "Make turns run faster") do @config.turn_delay = [@config.turn_delay - TURN_DELAY_STEP, MIN_TURN_DELAY].max if @config.turn_delay > MIN_TURN_DELAY update_turn_delay end update_turn_delay end # Review old level code. @review_button = "Review", .merge(tip: "Review code used for each level", enabled: false, border_thickness: 0, shortcut: :v) do ReviewCode.new(profile).show end end end |
#draw ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 590 def draw super end |
#effective_turn ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 406 def effective_turn @turn_slider.enabled? ? @turn_slider.value : @turn end |
#floor ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 457 def floor; level.floor; end |
#generate_readme ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 363 def generate_readme readme = <<END #{level.description} Tip: #{level.tip} Warrior Abilities: END level.warrior.abilities.each do |name, ability| readme << " warrior.#{name}\n" readme << " #{ability.description}\n\n" end @file_contents["README"].text = replace_syntax readme end |
#handle_exception(exception) ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 553 def handle_exception(exception) return if @exception and exception. == @exception. self.puts "\n#{profile.warrior_name} was eaten by a #{exception.class}!\n" self.puts exception. self.puts self.puts exception.backtrace.join("\n") # TODO: Make this work without it raising exceptions in Fidgit :( #exception.message =~ /:(\d+):/ #exception_line = $1.to_i - 1 #code_lines = @file_contents["player.rb"].text.split "\n" #code_lines[exception_line] = "<c=ff0000>{code_lines[exception_line]}</c>" #@file_contents["player.rb"].text = code_lines.join "\n" @start_button.enabled = false @exception = exception end |
#level ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 456 def level; @level; end |
#level_ended ⇒ Object
Not necessarily complete; just finished.
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# File 'lib/ruby_armor/states/play.rb', line 544 def level_ended return if profile.epic? @hint_button.enabled = true @turn_slider.enabled = true @turn_slider.instance_variable_set :@range, 0..turn @turn_slider.value = turn end |
#out_of_time? ⇒ Boolean
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# File 'lib/ruby_armor/states/play.rb', line 573 def out_of_time? turn >= MAX_TURNS end |
#play_turn ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 473 def play_turn self.puts "- turn #{(turn + 1).to_s.rjust(3)} -" begin actions = record_log do floor.units.each(&:prepare_turn) floor.units.each(&:perform_turn) end self.print actions rescue => ex handle_exception ex return end self.turn += 1 @health[turn] = level.warrior.health # Record health for later playback. level.time_bonus -= 1 if level.time_bonus > 0 refresh_labels if level.passed? stop_timer :refresh_code # Don't sync after successful completion, unless reset. @reset_button.enabled = false if profile.epic? # Continue will save performance; reset won't. @continue_button.enabled = true if profile.next_level.exists? self.puts "Success! You have found the stairs." level.tally_points if profile.epic? # Start the next level immediately. self.puts "\n#{"-" * 25}\n" # Rush onto the next level immediately! profile.level_number += 1 prepare_level start_level end else self.puts "CONGRATULATIONS! You have climbed to the top of the tower and rescued the fair maiden Ruby." level.tally_points if profile.epic? self.puts @game.final_report if @game.final_report profile.save end end level_ended elsif level.failed? level_ended self.puts "Sorry, you failed level #{level.number}. Change your script and try again." elsif out_of_time? level_ended self.puts "Sorry, you starved to death on level #{level.number}. Change your script and try again." end # Add the full turn's text into the main log at once, to save on re-calculations. @log_contents["full log"].text += @log_contents["current turn"].text @log_tab_windows["full log"].offset_y = Float::INFINITY self.puts end |
#prepare_level ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 301 def prepare_level @recorded_log = nil # Not initially logging. @log_contents["full log"].text = "" #unless profile.epic? # TODO: Might need to avoid this, since it could get REALLY long. @continue_button.enabled = false @hint_button.enabled = false @reset_button.enabled = false @start_button.enabled = true @exception = nil if profile.current_level.number.zero? if profile.epic? @game.prepare_epic_mode profile.level_number += 1 profile.current_epic_score = 0 profile.current_epic_grades = {} else @game.prepare_next_level end end create_sync_timer @level = profile.current_level # Need to store this because it gets forgotten by the profile/game :( @playing = false level.load_level @dungeon_view.floor = floor # List of log entries, unit drawings and health made in each turn. @turn_logs = Hash.new {|h, k| h[k] = "" } @health = [level.warrior.health] @review_button.enabled = ReviewCode.saved_levels? profile # Can't review code unless some has been saved. self.turn = 0 generate_readme # Initial log entry. self.puts "- turn 0 -" self.print "#{profile.warrior_name} climbs up to level #{level.number}\n" @log_contents["full log"].text += @log_contents["current turn"].text @dungeon_view.tile_set = %w[beginner intermediate].index(profile.tower.name) || 2 # We don't know what the last tower will be called. # Reset the time-line slider. @turn_slider.enabled = false @turn_slider.value = 0 refresh_labels # Load the player's own code, which might explode! begin level.load_player rescue SyntaxError, StandardError => ex handle_exception ex return end end |
#print(message) ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 581 def print() if recording_log? @recorded_log << else @turn_logs[turn] << @log_contents["current turn"].text = replace_log @turn_logs[turn] end end |
#profile ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 455 def profile; @game.profile; end |
#puts(message = "") ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 577 def puts( = "") print "#{}\n" end |
#record_log ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 460 def record_log raise "block required" unless block_given? @recorded_log = "" record = "" begin yield ensure record = @recorded_log @recorded_log = nil end record end |
#recording_log? ⇒ Boolean
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# File 'lib/ruby_armor/states/play.rb', line 459 def recording_log?; not @recorded_log.nil?; end |
#refresh_labels ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 410 def refresh_labels @tower_label.text = profile.tower.name.capitalize @level_label.text = "Level: #{profile.epic? ? "E" : " "}#{level.number}" @level_label.tip = profile.epic? ? "Playing in EPIC mode" : "Playing in normal mode" @turn_label.text = "Turn: #{effective_turn.to_s.rjust(2)}" @health_label.text = "Health: #{@health[effective_turn].to_s.rjust(2)}" end |
#replace_log(string) ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 439 def replace_log(string) @enemy_pattern ||= /([asw])/i #Archer, sludge, thick sludge, wizard. @friend_pattern ||= /([C])/ @warrior_pattern ||= /([@G])/ # Player and golem # Used in log. string.gsub(/\|.*\|/i) {|c| c = c.gsub @enemy_pattern, '<c=ff0000>\1</c>' c.gsub! @friend_pattern, '<c=00dd00>\1</c>' c.gsub! @warrior_pattern, '<c=aaaaff>\1</c>' c.gsub '|', '<c=777777>|</c>' } .gsub(/^(#{profile.warrior_name}.*)/, '<c=aaaaff>\1</c>') # Player doing stuff. .gsub(/(\-{3,})/, '<c=777777>\1</c>') # Walls. end |
#replace_syntax(string) ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 426 def replace_syntax(string) # Used in readme. string.gsub!(/warrior\.[^! \n]+./) do |s| if s[-1, 1] == '!' "<c=eeee00>#{s}</c>" # Commands. else "<c=00ff00>#{s}</c>" # Queries. end end replace_log string end |
#save_player_code ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 171 def save_player_code # Save the code used to complete the level for posterity. File.open File.join(profile.player_path, "ruby_armor/player_#{profile.epic? ? "EPIC" : level.number.to_s.rjust(3, '0')}.rb"), "w" do |file| file.puts @loaded_code file.puts file.puts file.puts "#" * 40 file.puts "=begin" file.puts file.puts record_log { level.tally_points } file.puts if profile.epic? and @game.final_report file.puts @game.final_report else file.puts "Completed in #{turn} turns." end file.puts file.puts "=end" file.puts "#" * 40 end end |
#setup ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 46 def setup super RubyWarrior::UI.proxy = self on_input(:escape) { pop_game_state } on_input(:right_arrow) do if !focus and @turn_slider.enabled? and @turn_slider.value < turn @turn_slider.value += 1 end end on_input(:left_arrow) do if !focus and @turn_slider.enabled? and @turn_slider.value > 0 @turn_slider.value -= 1 end end vertical spacing: 10, padding: 10 do horizontal padding: 0, height: 260, width: 780, spacing: 10 do |packer| # Space for the game graphics. @dungeon_view = DungeonView.new packer, @config.warrior_class packer end @turn_slider = width: 774, range: 0..MAX_TURNS, value: 0, enabled: false, tip: "Turn" do |_, turn| @log_contents["current turn"].text = replace_log @turn_logs[turn] @dungeon_view.turn = turn refresh_labels end # Text areas at the bottom. horizontal padding: 0, spacing: 10 do create_file_tabs create_log_tabs end end # Return to normal mode if extra levels have been added. if profile.epic? if profile.level_after_epic? # TODO: do something with log. log = record_log do @game.go_back_to_normal_mode end else # TODO: do something with log. log = record_log do @game.play_epic_mode end end end prepare_level end |
#start_level ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 418 def start_level @reset_button.enabled = true @start_button.enabled = false @playing = true self.turn = 0 refresh_labels end |
#sync_player_file ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 388 def sync_player_file begin player_file = File.join level.player_path, "player.rb" player_code = File.read player_file stripped_code = player_code.strip @loaded_code ||= "" unless @loaded_code == stripped_code $stdout.puts "Detected change in player.rb" @file_contents["player.rb"].text = stripped_code @loaded_code = stripped_code prepare_level end rescue Errno::ENOENT # This can happen if the file is busy. end end |
#unit_health_changed(unit, amount) ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 594 def unit_health_changed(unit, amount) @dungeon_view.unit_health_changed unit, amount end |
#update ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 598 def update super if @playing and Time.now >= @take_next_turn_at and not (level.passed? || level.failed? || out_of_time? || @exception) play_turn end end |
#update_turn_delay ⇒ Object
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# File 'lib/ruby_armor/states/play.rb', line 274 def update_turn_delay @turn_duration_label.text = "%2d" % [(MAX_TURN_DELAY / TURN_DELAY_STEP) + 1 - (@config.turn_delay / TURN_DELAY_STEP)] @turn_slower_button.enabled = @config.turn_delay < MAX_TURN_DELAY @turn_faster_button.enabled = @config.turn_delay > MIN_TURN_DELAY @turn_duration_label.tip = "Speed of turns (high is faster; currently turns take #{(@config.turn_delay * 1000).to_i}ms)" end |