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state_tools.py
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62 lines (49 loc) · 1.78 KB
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"""State handling functions."""
from __future__ import annotations
import tcod.console
import tcod.event
import g
from game.state import Pop, Push, Reset, State, StateResult
def main_draw() -> None:
"""Render and present the active state."""
if not g.states:
return
g.console.clear()
g.states[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: StateResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(state=state):
g.states.append(state)
case Pop():
g.states.pop()
case Reset(state=state):
while g.states:
apply_state_result(Pop())
apply_state_result(Push(state))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.states:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.states:
apply_state_result(g.states[-1].on_event(tile_event))
def get_previous_state(state: State) -> State | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.states) if value is state)
return g.states[current_index - 1] if current_index > 0 else None
def draw_previous_state(state: State, console: tcod.console.Console, *, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_state = get_previous_state(state)
if prev_state is None:
return
prev_state.on_draw(console)
if dim and state is g.states[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4