А?
Эта хрень пока не работает - это нормально.
This commit is contained in:
120
state_loader.py
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120
state_loader.py
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@@ -0,0 +1,120 @@
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import json
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from typing import Dict, List, Any
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class GameState:
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def __init__(self):
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self.map_tiles = []
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self.resources = {}
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self.entities = []
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self.camera = {'x': 0, 'y': 0, 'zoom': 1.0}
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self.player_data = {}
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class StateLoader:
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def __init__(self):
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pass
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def load_level(self, path: str) -> GameState:
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try:
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with open(path, 'r') as file:
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data = json.load(file)
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except FileNotFoundError:
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raise FileNotFoundError(f"Level file not found: {path}")
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except json.JSONDecodeError:
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raise ValueError(f"Invalid JSON in level file: {path}")
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game_state = GameState()
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game_state.map_tiles = self.parse_map(data.get('map', {}))
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game_state.resources = data.get('resources', {})
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game_state.entities = data.get('entities', [])
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game_state.player_data = data.get('player', {})
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game_state.camera = data.get('camera', {'x': 0, 'y': 0, 'zoom': 1.0})
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return game_state
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def parse_map(self, data: Dict[str, Any]) -> List[List[Dict]]:
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map_data = data.get('tiles', [])
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map_width = data.get('width', 0)
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map_height = data.get('height', 0)
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if not map_data or map_width == 0 or map_height == 0:
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return []
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tiles = []
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for y in range(map_height):
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row = []
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for x in range(map_width):
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index = y * map_width + x
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if index < len(map_data):
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tile_data = map_data[index]
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row.append({
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'type': tile_data.get('type', 'grass'),
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'walkable': tile_data.get('walkable', True),
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'buildable': tile_data.get('buildable', True),
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'resources': tile_data.get('resources', {})
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})
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else:
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row.append({'type': 'grass', 'walkable': True, 'buildable': True, 'resources': {}})
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tiles.append(row)
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return tiles
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170
state_updater.py
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170
state_updater.py
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@@ -0,0 +1,170 @@
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from typing import List, Dict, Any
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class StateUpdater:
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def __init__(self):
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pass
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def apply_commands(self, state, commands: List[Dict]) -> List[Dict]:
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actions = []
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for command in commands:
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action = self._process_command(state, command)
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if action:
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actions.append(action)
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return actions
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def tick(self, state, dt: float) -> None:
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self._update_movements(state, dt)
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self._update_entities(state, dt)
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self._update_resources(state, dt)
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def _process_command(self, state, command: Dict) -> Dict:
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cmd_type = command.get('type')
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if cmd_type == 'select':
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return {'type': 'selection_changed', 'world_pos': command.get('world_pos')}
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elif cmd_type == 'move':
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if hasattr(state, 'selected_entities') and state.selected_entities:
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for entity_id in state.selected_entities:
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entity = self._find_entity_by_id(state, entity_id)
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if entity and entity.get('movable', False):
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entity['target_x'] = command['world_pos'][0]
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entity['target_y'] = command['world_pos'][1]
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return {'type': 'move_ordered', 'target_pos': command.get('world_pos')}
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elif cmd_type == 'build':
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building_type = command.get('building_type')
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return {'type': 'build_started', 'building_type': building_type}
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elif cmd_type == 'gather':
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return {'type': 'gather_ordered'}
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return None
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def _update_movements(self, state, dt: float) -> None:
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if not hasattr(state, 'entities'):
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return
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for entity in state.entities:
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if (entity.get('movable', False) and
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'target_x' in entity and 'target_y' in entity and
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'x' in entity and 'y' in entity):
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dx = entity['target_x'] - entity['x']
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dy = entity['target_y'] - entity['y']
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distance = (dx**2 + dy**2)**0.5
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if distance > 1.0:
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speed = entity.get('speed', 50.0)
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move_dist = speed * dt
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if move_dist > distance:
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entity['x'] = entity['target_x']
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entity['y'] = entity['target_y']
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else:
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entity['x'] += (dx / distance) * move_dist
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entity['y'] += (dy / distance) * move_dist
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def _update_entities(self, state, dt: float) -> None:
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if hasattr(state, 'entities'):
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for entity in state.entities:
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if 'health' in entity and entity['health'] <= 0:
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state.entities.remove(entity)
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def _update_resources(self, state, dt: float) -> None:
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if hasattr(state, 'resources'):
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for resource_type, amount in state.resources.items():
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if isinstance(amount, (int, float)):
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state.resources[resource_type] = max(0, amount)
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def _find_entity_by_id(self, state, entity_id: int):
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if hasattr(state, 'entities'):
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for entity in state.entities:
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if entity.get('id') == entity_id:
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return entity
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return None
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422
ui_panels.py
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422
ui_panels.py
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@@ -0,0 +1,422 @@
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import pygame
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from typing import List, Dict
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class UIPanels:
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def __init__(self, screen_width: int, screen_height: int):
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self.screen_width = screen_width
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self.screen_height = screen_height
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self.ui_commands = []
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self.ui_state = {
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'selected_units': [],
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'build_queue': [],
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'show_unit_panel': False,
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'resources': {},
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'unit_panel_data': []
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}
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def update(self, snapshot: Dict, input_commands: List[Dict]) -> List[Dict]:
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self.ui_commands = []
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for cmd in input_commands:
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if cmd.get('type') == 'select':
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self._handle_selection(snapshot, cmd)
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elif cmd.get('type') == 'build':
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self._handle_build_command(cmd)
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self._update_resource_bar(snapshot)
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self._update_unit_panel(snapshot)
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self._update_build_queue(snapshot)
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return self.ui_commands
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def draw(self, surface: pygame.Surface) -> None:
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self._draw_resource_bar(surface)
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self._draw_unit_panel(surface)
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self._draw_build_queue(surface)
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def handle_click(self, pos: tuple) -> None:
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if self._is_build_queue_click(pos):
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self._handle_build_queue_click(pos)
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elif self._is_unit_panel_click(pos):
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self._handle_unit_panel_click(pos)
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def _handle_selection(self, snapshot: Dict, command: Dict) -> None:
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self.ui_state['selected_units'] = []
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world_pos = command.get('world_pos', (0, 0))
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entities = snapshot.get('entities', [])
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for entity in entities:
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if self._is_entity_at_position(entity, world_pos):
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if entity.get('owner') == 'player':
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self.ui_state['selected_units'].append(entity['id'])
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self.ui_state['show_unit_panel'] = len(self.ui_state['selected_units']) > 0
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def _handle_build_command(self, command: Dict) -> None:
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building_type = command.get('building_type')
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if building_type:
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self.ui_commands.append({
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'type': 'create_entity',
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'entity_type': building_type,
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'position': self._get_default_build_position()
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})
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def _update_resource_bar(self, snapshot: Dict) -> None:
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self.ui_state['resources'] = snapshot.get('resources', {})
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def _update_unit_panel(self, snapshot: Dict) -> None:
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if not self.ui_state['show_unit_panel']:
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return
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selected_units = []
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entities = snapshot.get('entities', [])
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for entity_id in self.ui_state['selected_units']:
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for entity in entities:
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if entity.get('id') == entity_id:
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selected_units.append(entity)
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break
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self.ui_state['unit_panel_data'] = selected_units
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def _update_build_queue(self, snapshot: Dict) -> None:
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entities = snapshot.get('entities', [])
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self.ui_state['build_queue'] = [entity for entity in entities if entity.get('build_progress', 1) < 1]
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def _draw_resource_bar(self, surface: pygame.Surface) -> None:
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bar_height = 40
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bar_rect = pygame.Rect(0, 0, self.screen_width, bar_height)
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pygame.draw.rect(surface, (50, 50, 80), bar_rect)
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pygame.draw.rect(surface, (100, 100, 150), bar_rect, 2)
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font = pygame.font.Font(None, 24)
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minerals = self.ui_state['resources'].get('minerals', 0)
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gas = self.ui_state['resources'].get('gas', 0)
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resources_text = f"Resources: {minerals} Minerals | {gas} Gas"
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text_surface = font.render(resources_text, True, (255, 255, 255))
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surface.blit(text_surface, (10, 10))
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def _draw_unit_panel(self, surface: pygame.Surface) -> None:
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if not self.ui_state['show_unit_panel']:
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return
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panel_width = 300
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panel_height = 200
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panel_x = self.screen_width - panel_width
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panel_y = self.screen_height - panel_height
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panel_rect = pygame.Rect(panel_x, panel_y, panel_width, panel_height)
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pygame.draw.rect(surface, (60, 60, 90), panel_rect)
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pygame.draw.rect(surface, (100, 100, 150), panel_rect, 2)
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font = pygame.font.Font(None, 20)
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title_text = f"Selected Units: {len(self.ui_state.get('unit_panel_data', []))}"
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title_surface = font.render(title_text, True, (255, 255, 255))
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surface.blit(title_surface, (panel_x + 10, panel_y + 10))
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if self.ui_state.get('unit_panel_data'):
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unit = self.ui_state['unit_panel_data'][0]
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unit_info = f"Type: {unit.get('name', 'Unknown')} | Health: {unit.get('health', 0)}/{unit.get('max_health', 0)}"
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info_surface = font.render(unit_info, True, (200, 200, 200))
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surface.blit(info_surface, (panel_x + 10, panel_y + 40))
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if unit.get('type') == 'unit':
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build_button = pygame.Rect(panel_x + 10, panel_y + 70, 80, 30)
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pygame.draw.rect(surface, (80, 80, 120), build_button)
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build_text = font.render("Build", True, (255, 255, 255))
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surface.blit(build_text, (panel_x + 20, panel_y + 75))
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def _draw_build_queue(self, surface: pygame.Surface) -> None:
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panel_width = 200
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panel_height = 150
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panel_x = 0
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panel_y = self.screen_height - panel_height
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panel_rect = pygame.Rect(panel_x, panel_y, panel_width, panel_height)
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pygame.draw.rect(surface, (60, 60, 90), panel_rect)
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pygame.draw.rect(surface, (100, 100, 150), panel_rect, 2)
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font = pygame.font.Font(None, 20)
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title_text = "Build Queue"
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title_surface = font.render(title_text, True, (255, 255, 255))
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surface.blit(title_surface, (panel_x + 10, panel_y + 10))
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build_queue = self.ui_state.get('build_queue', [])
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for i, entity in enumerate(build_queue[:3]):
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progress = entity.get('build_progress', 0) / entity.get('build_time', 1)
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item_text = f"{entity.get('name', 'Unknown')}: {progress:.0%}"
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item_surface = font.render(item_text, True, (200, 200, 200))
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surface.blit(item_surface, (panel_x + 10, panel_y + 40 + i * 25))
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def _is_entity_at_position(self, entity: Dict, world_pos: tuple) -> bool:
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if 'x' not in entity or 'y' not in entity:
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return False
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dx = entity['x'] - world_pos[0]
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dy = entity['y'] - world_pos[1]
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distance = (dx*dx + dy*dy) ** 0.5
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return distance < 30
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def _get_default_build_position(self) -> tuple:
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return (self.screen_width // 2, self.screen_height // 2)
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def _is_build_queue_click(self, pos: tuple) -> bool:
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panel_width = 200
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panel_height = 150
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panel_x = 0
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panel_y = self.screen_height - panel_height
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panel_rect = pygame.Rect(panel_x, panel_y, panel_width, panel_height)
|
||||
|
||||
return panel_rect.collidepoint(pos)
|
||||
|
||||
|
||||
|
||||
def _is_unit_panel_click(self, pos: tuple) -> bool:
|
||||
|
||||
if not self.ui_state['show_unit_panel']:
|
||||
|
||||
return False
|
||||
|
||||
panel_width = 300
|
||||
|
||||
panel_height = 200
|
||||
|
||||
panel_x = self.screen_width - panel_width
|
||||
|
||||
panel_y = self.screen_height - panel_height
|
||||
|
||||
panel_rect = pygame.Rect(panel_x, panel_y, panel_width, panel_height)
|
||||
|
||||
return panel_rect.collidepoint(pos)
|
||||
|
||||
|
||||
|
||||
def _handle_build_queue_click(self, pos: tuple) -> None:
|
||||
|
||||
panel_width = 200
|
||||
|
||||
panel_height = 150
|
||||
|
||||
panel_x = 0
|
||||
|
||||
panel_y = self.screen_height - panel_height
|
||||
|
||||
|
||||
|
||||
relative_y = pos[1] - panel_y
|
||||
|
||||
if 40 <= relative_y <= 115:
|
||||
|
||||
item_index = (relative_y - 40) // 25
|
||||
|
||||
build_queue = self.ui_state.get('build_queue', [])
|
||||
|
||||
if item_index < len(build_queue):
|
||||
|
||||
self.ui_commands.append({
|
||||
|
||||
'type': 'cancel_build',
|
||||
|
||||
'entity_id': build_queue[item_index]['id']
|
||||
|
||||
})
|
||||
|
||||
|
||||
|
||||
def _handle_unit_panel_click(self, pos: tuple) -> None:
|
||||
|
||||
panel_width = 300
|
||||
|
||||
panel_height = 200
|
||||
|
||||
panel_x = self.screen_width - panel_width
|
||||
|
||||
panel_y = self.screen_height - panel_height
|
||||
|
||||
|
||||
|
||||
relative_x = pos[0] - panel_x
|
||||
|
||||
relative_y = pos[1] - panel_y
|
||||
|
||||
|
||||
|
||||
if 10 <= relative_x <= 90 and 70 <= relative_y <= 100:
|
||||
|
||||
self.ui_commands.append({
|
||||
|
||||
'type': 'build',
|
||||
|
||||
'building_type': 'barracks'
|
||||
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user