Эта хрень пока не работает - это нормально.
This commit is contained in:
2025-11-04 06:16:48 +03:00
parent 17b7d856a6
commit c1029bdd4f
3 changed files with 712 additions and 0 deletions

120
state_loader.py Normal file
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import json
from typing import Dict, List, Any
class GameState:
def __init__(self):
self.map_tiles = []
self.resources = {}
self.entities = []
self.camera = {'x': 0, 'y': 0, 'zoom': 1.0}
self.player_data = {}
class StateLoader:
def __init__(self):
pass
def load_level(self, path: str) -> GameState:
try:
with open(path, 'r') as file:
data = json.load(file)
except FileNotFoundError:
raise FileNotFoundError(f"Level file not found: {path}")
except json.JSONDecodeError:
raise ValueError(f"Invalid JSON in level file: {path}")
game_state = GameState()
game_state.map_tiles = self.parse_map(data.get('map', {}))
game_state.resources = data.get('resources', {})
game_state.entities = data.get('entities', [])
game_state.player_data = data.get('player', {})
game_state.camera = data.get('camera', {'x': 0, 'y': 0, 'zoom': 1.0})
return game_state
def parse_map(self, data: Dict[str, Any]) -> List[List[Dict]]:
map_data = data.get('tiles', [])
map_width = data.get('width', 0)
map_height = data.get('height', 0)
if not map_data or map_width == 0 or map_height == 0:
return []
tiles = []
for y in range(map_height):
row = []
for x in range(map_width):
index = y * map_width + x
if index < len(map_data):
tile_data = map_data[index]
row.append({
'type': tile_data.get('type', 'grass'),
'walkable': tile_data.get('walkable', True),
'buildable': tile_data.get('buildable', True),
'resources': tile_data.get('resources', {})
})
else:
row.append({'type': 'grass', 'walkable': True, 'buildable': True, 'resources': {}})
tiles.append(row)
return tiles

170
state_updater.py Normal file
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from typing import List, Dict, Any
class StateUpdater:
def __init__(self):
pass
def apply_commands(self, state, commands: List[Dict]) -> List[Dict]:
actions = []
for command in commands:
action = self._process_command(state, command)
if action:
actions.append(action)
return actions
def tick(self, state, dt: float) -> None:
self._update_movements(state, dt)
self._update_entities(state, dt)
self._update_resources(state, dt)
def _process_command(self, state, command: Dict) -> Dict:
cmd_type = command.get('type')
if cmd_type == 'select':
return {'type': 'selection_changed', 'world_pos': command.get('world_pos')}
elif cmd_type == 'move':
if hasattr(state, 'selected_entities') and state.selected_entities:
for entity_id in state.selected_entities:
entity = self._find_entity_by_id(state, entity_id)
if entity and entity.get('movable', False):
entity['target_x'] = command['world_pos'][0]
entity['target_y'] = command['world_pos'][1]
return {'type': 'move_ordered', 'target_pos': command.get('world_pos')}
elif cmd_type == 'build':
building_type = command.get('building_type')
return {'type': 'build_started', 'building_type': building_type}
elif cmd_type == 'gather':
return {'type': 'gather_ordered'}
return None
def _update_movements(self, state, dt: float) -> None:
if not hasattr(state, 'entities'):
return
for entity in state.entities:
if (entity.get('movable', False) and
'target_x' in entity and 'target_y' in entity and
'x' in entity and 'y' in entity):
dx = entity['target_x'] - entity['x']
dy = entity['target_y'] - entity['y']
distance = (dx**2 + dy**2)**0.5
if distance > 1.0:
speed = entity.get('speed', 50.0)
move_dist = speed * dt
if move_dist > distance:
entity['x'] = entity['target_x']
entity['y'] = entity['target_y']
else:
entity['x'] += (dx / distance) * move_dist
entity['y'] += (dy / distance) * move_dist
def _update_entities(self, state, dt: float) -> None:
if hasattr(state, 'entities'):
for entity in state.entities:
if 'health' in entity and entity['health'] <= 0:
state.entities.remove(entity)
def _update_resources(self, state, dt: float) -> None:
if hasattr(state, 'resources'):
for resource_type, amount in state.resources.items():
if isinstance(amount, (int, float)):
state.resources[resource_type] = max(0, amount)
def _find_entity_by_id(self, state, entity_id: int):
if hasattr(state, 'entities'):
for entity in state.entities:
if entity.get('id') == entity_id:
return entity
return None

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ui_panels.py Normal file
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import pygame
from typing import List, Dict
class UIPanels:
def __init__(self, screen_width: int, screen_height: int):
self.screen_width = screen_width
self.screen_height = screen_height
self.ui_commands = []
self.ui_state = {
'selected_units': [],
'build_queue': [],
'show_unit_panel': False,
'resources': {},
'unit_panel_data': []
}
def update(self, snapshot: Dict, input_commands: List[Dict]) -> List[Dict]:
self.ui_commands = []
for cmd in input_commands:
if cmd.get('type') == 'select':
self._handle_selection(snapshot, cmd)
elif cmd.get('type') == 'build':
self._handle_build_command(cmd)
self._update_resource_bar(snapshot)
self._update_unit_panel(snapshot)
self._update_build_queue(snapshot)
return self.ui_commands
def draw(self, surface: pygame.Surface) -> None:
self._draw_resource_bar(surface)
self._draw_unit_panel(surface)
self._draw_build_queue(surface)
def handle_click(self, pos: tuple) -> None:
if self._is_build_queue_click(pos):
self._handle_build_queue_click(pos)
elif self._is_unit_panel_click(pos):
self._handle_unit_panel_click(pos)
def _handle_selection(self, snapshot: Dict, command: Dict) -> None:
self.ui_state['selected_units'] = []
world_pos = command.get('world_pos', (0, 0))
entities = snapshot.get('entities', [])
for entity in entities:
if self._is_entity_at_position(entity, world_pos):
if entity.get('owner') == 'player':
self.ui_state['selected_units'].append(entity['id'])
self.ui_state['show_unit_panel'] = len(self.ui_state['selected_units']) > 0
def _handle_build_command(self, command: Dict) -> None:
building_type = command.get('building_type')
if building_type:
self.ui_commands.append({
'type': 'create_entity',
'entity_type': building_type,
'position': self._get_default_build_position()
})
def _update_resource_bar(self, snapshot: Dict) -> None:
self.ui_state['resources'] = snapshot.get('resources', {})
def _update_unit_panel(self, snapshot: Dict) -> None:
if not self.ui_state['show_unit_panel']:
return
selected_units = []
entities = snapshot.get('entities', [])
for entity_id in self.ui_state['selected_units']:
for entity in entities:
if entity.get('id') == entity_id:
selected_units.append(entity)
break
self.ui_state['unit_panel_data'] = selected_units
def _update_build_queue(self, snapshot: Dict) -> None:
entities = snapshot.get('entities', [])
self.ui_state['build_queue'] = [entity for entity in entities if entity.get('build_progress', 1) < 1]
def _draw_resource_bar(self, surface: pygame.Surface) -> None:
bar_height = 40
bar_rect = pygame.Rect(0, 0, self.screen_width, bar_height)
pygame.draw.rect(surface, (50, 50, 80), bar_rect)
pygame.draw.rect(surface, (100, 100, 150), bar_rect, 2)
font = pygame.font.Font(None, 24)
minerals = self.ui_state['resources'].get('minerals', 0)
gas = self.ui_state['resources'].get('gas', 0)
resources_text = f"Resources: {minerals} Minerals | {gas} Gas"
text_surface = font.render(resources_text, True, (255, 255, 255))
surface.blit(text_surface, (10, 10))
def _draw_unit_panel(self, surface: pygame.Surface) -> None:
if not self.ui_state['show_unit_panel']:
return
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)
pygame.draw.rect(surface, (60, 60, 90), panel_rect)
pygame.draw.rect(surface, (100, 100, 150), panel_rect, 2)
font = pygame.font.Font(None, 20)
title_text = f"Selected Units: {len(self.ui_state.get('unit_panel_data', []))}"
title_surface = font.render(title_text, True, (255, 255, 255))
surface.blit(title_surface, (panel_x + 10, panel_y + 10))
if self.ui_state.get('unit_panel_data'):
unit = self.ui_state['unit_panel_data'][0]
unit_info = f"Type: {unit.get('name', 'Unknown')} | Health: {unit.get('health', 0)}/{unit.get('max_health', 0)}"
info_surface = font.render(unit_info, True, (200, 200, 200))
surface.blit(info_surface, (panel_x + 10, panel_y + 40))
if unit.get('type') == 'unit':
build_button = pygame.Rect(panel_x + 10, panel_y + 70, 80, 30)
pygame.draw.rect(surface, (80, 80, 120), build_button)
build_text = font.render("Build", True, (255, 255, 255))
surface.blit(build_text, (panel_x + 20, panel_y + 75))
def _draw_build_queue(self, surface: pygame.Surface) -> None:
panel_width = 200
panel_height = 150
panel_x = 0
panel_y = self.screen_height - panel_height
panel_rect = pygame.Rect(panel_x, panel_y, panel_width, panel_height)
pygame.draw.rect(surface, (60, 60, 90), panel_rect)
pygame.draw.rect(surface, (100, 100, 150), panel_rect, 2)
font = pygame.font.Font(None, 20)
title_text = "Build Queue"
title_surface = font.render(title_text, True, (255, 255, 255))
surface.blit(title_surface, (panel_x + 10, panel_y + 10))
build_queue = self.ui_state.get('build_queue', [])
for i, entity in enumerate(build_queue[:3]):
progress = entity.get('build_progress', 0) / entity.get('build_time', 1)
item_text = f"{entity.get('name', 'Unknown')}: {progress:.0%}"
item_surface = font.render(item_text, True, (200, 200, 200))
surface.blit(item_surface, (panel_x + 10, panel_y + 40 + i * 25))
def _is_entity_at_position(self, entity: Dict, world_pos: tuple) -> bool:
if 'x' not in entity or 'y' not in entity:
return False
dx = entity['x'] - world_pos[0]
dy = entity['y'] - world_pos[1]
distance = (dx*dx + dy*dy) ** 0.5
return distance < 30
def _get_default_build_position(self) -> tuple:
return (self.screen_width // 2, self.screen_height // 2)
def _is_build_queue_click(self, pos: tuple) -> bool:
panel_width = 200
panel_height = 150
panel_x = 0
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 _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'
})