From c72d00345b66c47694ff476047bd3bbe4e9bbef0 Mon Sep 17 00:00:00 2001 From: Ian <114031398+KingPhilip14@users.noreply.github.com> Date: Fri, 8 Sep 2023 23:02:06 -0500 Subject: [PATCH 1/5] Base file (#80) Made base file and folder structure. --- requirements.txt | 1 + server/__init__.py | 0 server/models/__init__.py | 0 server/models/base.py | 5 +++++ 4 files changed, 6 insertions(+) create mode 100644 server/__init__.py create mode 100644 server/models/__init__.py create mode 100644 server/models/base.py diff --git a/requirements.txt b/requirements.txt index 6f7f0a8..eb5c230 100644 --- a/requirements.txt +++ b/requirements.txt @@ -6,3 +6,4 @@ opencv-python~=4.8.0.76 Sphinx~=7.0.1 Myst-Parser~=2.0.0 furo~=2023.7.26 +SQLAlchemy~=2.0.2 \ No newline at end of file diff --git a/server/__init__.py b/server/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/server/models/__init__.py b/server/models/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/server/models/base.py b/server/models/base.py new file mode 100644 index 0000000..fa2b68a --- /dev/null +++ b/server/models/base.py @@ -0,0 +1,5 @@ +from sqlalchemy.orm import DeclarativeBase + + +class Base(DeclarativeBase): + pass From 45b62fc29264abb287d80b1fe83e0da59ea4cd1c Mon Sep 17 00:00:00 2001 From: "Jean A. Eckelberg" Date: Thu, 21 Sep 2023 22:14:19 -0500 Subject: [PATCH 2/5] Game generation tweak (#89) * Tweaked game generation * Tweaked game generation names * Added type * moved to actual function * cleaned up ternary * Added comments * documentation updates --------- Co-authored-by: KingPhilip14 --- game/common/map/game_board.py | 68 +++++++++++++++---- game/test_suite/tests/test_game_board.py | 15 +++- .../tests/test_game_board_no_gen.py | 12 ---- 3 files changed, 66 insertions(+), 29 deletions(-) diff --git a/game/common/map/game_board.py b/game/common/map/game_board.py index 3e55b95..d47d8fb 100644 --- a/game/common/map/game_board.py +++ b/game/common/map/game_board.py @@ -1,5 +1,5 @@ import random -from typing import Self +from typing import Self, Callable from game.common.avatar import Avatar from game.common.enums import * @@ -175,11 +175,11 @@ def locations(self, locations: dict[tuple[Vector]:list[GameObject]] | None) -> N if locations is not None and not isinstance(locations, dict): raise ValueError("Locations must be a dict. The key must be a tuple of Vector Objects, and the " "value a list of GameObject.") - if locations is not None: - for k, v in locations.items(): - if len(k) != len(v): - raise ValueError("Cannot set the locations for the game_board. A key has a different " - "length than its key.") + # if locations is not None: + # for k, v in locations.items(): + # if len(k) != len(v): + # raise ValueError("Cannot set the locations for the game_board. A key has a different " + # "length than its key.") self.__locations = locations @@ -212,20 +212,42 @@ def generate_map(self) -> None: def __populate_map(self) -> None: for k, v in self.locations.items(): - if len(k) != len(v) or (len(k) == 0 or len(v) == 0): # Key-Value lengths must be > 0 and equal - raise ValueError("A key-value pair from game_board.locations has mismatching lengths. " - "They must be the same length, regardless of size.") + if len(k) == 0 or len(v) == 0: # Key-Value lengths must be > 0 and equal + raise ValueError("A key-value pair from game_board.locations has a length of 0. ") # random.sample returns a randomized list which is used in __help_populate() j = random.sample(k, k=len(k)) self.__help_populate(j, v) - def __help_populate(self, vector_list: list[Vector], v: list[GameObject]) -> None: - for j, i in zip(vector_list, v): - if isinstance(i, Avatar): # If the GameObject is an Avatar, assign it the coordinate position - i.position = j + def __occupied_filter(self, game_object_list: list[GameObject]) -> list[GameObject]: + """ + A helper method that returns a list of game objects that have the 'occupied_by' attribute. + :param game_object_list: + :return: a list of game object + """ + return [game_object for game_object in game_object_list if hasattr(game_object, 'occupied_by')] - temp_tile: GameObject = self.game_map[j.y][j.x] + def __help_populate(self, vector_list: list[Vector], game_object_list: list[GameObject]) -> None: + """ + A helper method that helps populate the game map. + :param vector_list: + :param game_object_list: + :return: None + """ + + zipped_list: [tuple[list[Vector], list[GameObject]]] = list(zip(vector_list, game_object_list)) + last_vec: Vector = zipped_list[-1][0] + + remaining_objects: list[GameObject] | None = self.__occupied_filter(game_object_list[len(zipped_list):]) \ + if len(self.__occupied_filter(game_object_list)) > len(zipped_list) \ + else None + + # Will cap at smallest list when zipping two together + for vector, game_object in zipped_list: + if isinstance(game_object, Avatar): # If the GameObject is an Avatar, assign it the coordinate position + game_object.position = vector + + temp_tile: GameObject = self.game_map[vector.y][vector.x] while hasattr(temp_tile.occupied_by, 'occupied_by'): temp_tile = temp_tile.occupied_by @@ -233,7 +255,23 @@ def __help_populate(self, vector_list: list[Vector], v: list[GameObject]) -> Non if temp_tile is None: raise ValueError("Last item on the given tile doesn't have the 'occupied_by' attribute.") - temp_tile.occupied_by = i + temp_tile.occupied_by = game_object + + if remaining_objects is None: + return + + # stack remaining game_objects on last vector + temp_tile: GameObject = self.game_map[last_vec.y][last_vec.x] + + while hasattr(temp_tile.occupied_by, 'occupied_by'): + temp_tile = temp_tile.occupied_by + + for game_object in remaining_objects: + if temp_tile is None: + raise ValueError("Last item on the given tile doesn't have the 'occupied_by' attribute.") + + temp_tile.occupied_by = game_object + temp_tile = temp_tile.occupied_by def get_objects(self, look_for: ObjectType) -> list[tuple[Vector, list[GameObject]]]: to_return: list[tuple[Vector, list[GameObject]]] = list() diff --git a/game/test_suite/tests/test_game_board.py b/game/test_suite/tests/test_game_board.py index 28ce0f5..e496b6a 100644 --- a/game/test_suite/tests/test_game_board.py +++ b/game/test_suite/tests/test_game_board.py @@ -29,6 +29,8 @@ def setUp(self) -> None: self.locations: dict[tuple[Vector]:list[GameObject]] = { (Vector(1, 1),): [Station(None)], (Vector(1, 2), Vector(1, 3)): [OccupiableStation(self.item), Station(None)], + (Vector(2, 2), Vector(2, 3)): [OccupiableStation(self.item), OccupiableStation(self.item), OccupiableStation(self.item), OccupiableStation(self.item)], + (Vector(3, 1), Vector(3, 2), Vector(3, 3)): [OccupiableStation(self.item), Station(None)], (Vector(5, 5),): [self.avatar], (Vector(5, 6),): [self.wall] } @@ -69,14 +71,23 @@ def test_walled_fail(self): def test_get_objects_station(self): stations: list[tuple[Vector, list[Station]]] = self.game_board.get_objects(ObjectType.STATION) self.assertTrue(all(map(lambda station: isinstance(station[1][0], Station), stations))) - self.assertEqual(len(stations), 2) + self.assertEqual(len(stations), 3) # test that get_objects works correctly with occupiable stations def test_get_objects_occupiable_station(self): occupiable_stations: list[tuple[Vector, list[OccupiableStation]]] = self.game_board.get_objects(ObjectType.OCCUPIABLE_STATION) self.assertTrue( all(map(lambda occupiable_station: isinstance(occupiable_station[1][0], OccupiableStation), occupiable_stations))) - self.assertEqual(len(occupiable_stations), 1) + objects_stacked = [x[1] for x in occupiable_stations] + objects_unstacked = [x for xs in objects_stacked for x in xs] + self.assertEqual(len(objects_unstacked), 6) + + def test_get_objects_occupiable_station_2(self): + occupiable_stations: list[tuple[Vector, list[OccupiableStation]]] = self.game_board.get_objects(ObjectType.OCCUPIABLE_STATION) + self.assertTrue(any(map(lambda vec_list: len(vec_list[1]) == 3, occupiable_stations))) + objects_stacked = [x[1] for x in occupiable_stations] + objects_unstacked = [x for xs in objects_stacked for x in xs] + self.assertEqual(len(objects_unstacked), 6) # test that get_objects works correctly with avatar def test_get_objects_avatar(self): diff --git a/game/test_suite/tests/test_game_board_no_gen.py b/game/test_suite/tests/test_game_board_no_gen.py index adcdac8..754cb05 100644 --- a/game/test_suite/tests/test_game_board_no_gen.py +++ b/game/test_suite/tests/test_game_board_no_gen.py @@ -72,18 +72,6 @@ def test_locations_fail_type(self): self.assertEqual(str(e.exception), 'Locations must be a dict. The key must be a tuple of Vector Objects, ' 'and the value a list of GameObject.') - def test_locations_fail_len(self): - with self.assertRaises(ValueError) as e: - self.locations = { - (Vector(1, 1),): [], - (Vector(1, 2), Vector(1, 3)): [OccupiableStation(self.item), Station(None)], - (Vector(5, 5),): [Station(None)], - (Vector(5, 6),): [self.wall] - } - self.game_board.locations = self.locations - self.assertEqual(str(e.exception), 'Cannot set the locations for the game_board. A key has a different length ' - 'than its key.') - # test walled def test_walled(self): self.game_board.walled = True From 7c19efd52b15f4abd886651f62823474ff2de8c7 Mon Sep 17 00:00:00 2001 From: Ian <114031398+KingPhilip14@users.noreply.github.com> Date: Sun, 1 Oct 2023 17:30:05 -0500 Subject: [PATCH 3/5] Fixing sphinx error (#95) * Renaming Renamed titles in rst files * Fixing docs folder issue Added everything from byte_engine_docs/build/html to a new, top-level docs folder --- docs/.buildinfo | 4 + docs/_modules/base_client.html | 262 +++++ docs/_modules/base_client_2.html | 262 +++++ docs/_modules/game/client/user_client.html | 258 +++++ docs/_modules/game/common/action.html | 287 ++++++ docs/_modules/game/common/avatar.html | 572 +++++++++++ docs/_modules/game/common/enums.html | 308 ++++++ docs/_modules/game/common/game_object.html | 288 ++++++ docs/_modules/game/common/items/item.html | 445 ++++++++ docs/_modules/game/common/map/game_board.html | 596 +++++++++++ docs/_modules/game/common/map/occupiable.html | 293 ++++++ docs/_modules/game/common/map/tile.html | 295 ++++++ docs/_modules/game/common/map/wall.html | 264 +++++ docs/_modules/game/common/player.html | 388 +++++++ .../common/stations/occupiable_station.html | 296 ++++++ .../stations/occupiable_station_example.html | 270 +++++ .../game/common/stations/station.html | 314 ++++++ .../game/common/stations/station_example.html | 270 +++++ .../stations/station_receiver_example.html | 270 +++++ docs/_modules/game/config.html | 306 ++++++ .../_modules/game/controllers/controller.html | 282 ++++++ .../game/controllers/interact_controller.html | 316 ++++++ .../controllers/inventory_controller.html | 287 ++++++ .../game/controllers/master_controller.html | 394 ++++++++ .../game/controllers/movement_controller.html | 307 ++++++ docs/_modules/game/engine.html | 562 +++++++++++ .../game/test_suite/tests/test_avatar.html | 324 ++++++ .../tests/test_avatar_inventory.html | 387 +++++++ .../game/test_suite/tests/test_example.html | 304 ++++++ .../test_suite/tests/test_game_board.html | 361 +++++++ .../tests/test_game_board_no_gen.html | 350 +++++++ .../test_suite/tests/test_initialization.html | 288 ++++++ .../tests/test_interact_controller.html | 317 ++++++ .../tests/test_inventory_controller.html | 360 +++++++ .../game/test_suite/tests/test_item.html | 364 +++++++ .../tests/test_master_controller.html | 268 +++++ .../tests/test_movement_controller.html | 299 ++++++ ...r_if_occupiable_station_is_occupiable.html | 308 ++++++ ...ent_controller_if_occupiable_stations.html | 338 +++++++ .../test_movement_controller_if_stations.html | 320 ++++++ .../test_movement_controller_if_wall.html | 322 ++++++ .../tests/test_occupiable_station.html | 323 ++++++ .../game/test_suite/tests/test_player.html | 373 +++++++ .../game/test_suite/tests/test_station.html | 307 ++++++ .../game/test_suite/tests/test_tile.html | 311 ++++++ docs/_modules/game/utils/generate_game.html | 282 ++++++ 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docs/_static/documentation_options.js | 14 + docs/_static/file.png | Bin 0 -> 286 bytes docs/_static/language_data.js | 199 ++++ docs/_static/minus.png | Bin 0 -> 90 bytes docs/_static/plus.png | Bin 0 -> 90 bytes docs/_static/pygments.css | 258 +++++ docs/_static/scripts/furo-extensions.js | 0 docs/_static/scripts/furo.js | 3 + docs/_static/scripts/furo.js.LICENSE.txt | 7 + docs/_static/scripts/furo.js.map | 1 + docs/_static/searchtools.js | 566 +++++++++++ docs/_static/skeleton.css | 296 ++++++ docs/_static/sphinx_highlight.js | 144 +++ docs/_static/styles/furo-extensions.css | 2 + docs/_static/styles/furo-extensions.css.map | 1 + docs/_static/styles/furo.css | 2 + docs/_static/styles/furo.css.map | 1 + docs/base_client.html | 300 ++++++ docs/base_client_2.html | 300 ++++++ docs/game.client.html | 295 ++++++ docs/game.common.html | 624 ++++++++++++ docs/game.common.items.html | 340 +++++++ docs/game.common.map.html | 451 +++++++++ docs/game.common.stations.html | 407 ++++++++ docs/game.controllers.html | 436 ++++++++ docs/game.html | 499 +++++++++ docs/game.test_suite.html | 435 ++++++++ docs/game.test_suite.tests.html | 838 +++++++++++++++ docs/game.utils.html | 467 +++++++++ docs/genindex.html | 954 ++++++++++++++++++ docs/index.html | 895 ++++++++++++++++ docs/modules.html | 447 ++++++++ docs/objects.inv | Bin 0 -> 1426 bytes docs/py-modindex.html | 531 ++++++++++ docs/readme.html | 429 ++++++++ docs/search.html | 254 +++++ docs/searchindex.js | 1 + .../source/game.common.items.rst | 5 +- .../source/game.common.map.rst | 3 + .../source/game.common.stations.rst | 3 + sphinx/byte_engine_docs/source/index.rst | 13 +- 110 files changed, 28543 insertions(+), 7 deletions(-) create mode 100644 docs/.buildinfo create mode 100644 docs/_modules/base_client.html create mode 100644 docs/_modules/base_client_2.html create mode 100644 docs/_modules/game/client/user_client.html create mode 100644 docs/_modules/game/common/action.html create mode 100644 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docs/_sources/game.test_suite.tests.rst.txt create mode 100644 docs/_sources/game.utils.rst.txt create mode 100644 docs/_sources/index.rst.txt create mode 100644 docs/_sources/modules.rst.txt create mode 100644 docs/_sources/readme.rst.txt create mode 100644 docs/_static/basic.css create mode 100644 docs/_static/debug.css create mode 100644 docs/_static/doctools.js create mode 100644 docs/_static/documentation_options.js create mode 100644 docs/_static/file.png create mode 100644 docs/_static/language_data.js create mode 100644 docs/_static/minus.png create mode 100644 docs/_static/plus.png create mode 100644 docs/_static/pygments.css create mode 100644 docs/_static/scripts/furo-extensions.js create mode 100644 docs/_static/scripts/furo.js create mode 100644 docs/_static/scripts/furo.js.LICENSE.txt create mode 100644 docs/_static/scripts/furo.js.map create mode 100644 docs/_static/searchtools.js create mode 100644 docs/_static/skeleton.css create mode 100644 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docs/readme.html create mode 100644 docs/search.html create mode 100644 docs/searchindex.js diff --git a/docs/.buildinfo b/docs/.buildinfo new file mode 100644 index 0000000..944cf7c --- /dev/null +++ b/docs/.buildinfo @@ -0,0 +1,4 @@ +# Sphinx build info version 1 +# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. +config: d3fc67b9478e6fe61af671b363636ca5 +tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/_modules/base_client.html b/docs/_modules/base_client.html new file mode 100644 index 0000000..f3ed3cb --- /dev/null +++ b/docs/_modules/base_client.html @@ -0,0 +1,262 @@ + + + + + + + + base_client - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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+

Source code for base_client

+from game.client.user_client import UserClient
+from game.common.enums import *
+
+
+
[docs]class Client(UserClient): + # Variables and info you want to save between turns go here + def __init__(self): + super().__init__() + +
[docs] def team_name(self): + """ + Allows the team to set a team name. + :return: Your team name + """ + return 'Team 1'
+ + # This is where your AI will decide what to do +
[docs] def take_turn(self, turn, actions, world, avatar): + """ + This is where your AI will decide what to do. + :param turn: The current turn of the game. + :param actions: This is the actions object that you will add effort allocations or decrees to. + :param world: Generic world information + """ + pass
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/base_client_2.html b/docs/_modules/base_client_2.html new file mode 100644 index 0000000..c758ada --- /dev/null +++ b/docs/_modules/base_client_2.html @@ -0,0 +1,262 @@ + + + + + + + + base_client_2 - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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+

Source code for base_client_2

+from game.client.user_client import UserClient
+from game.common.enums import *
+
+
+
[docs]class Client(UserClient): + # Variables and info you want to save between turns go here + def __init__(self): + super().__init__() + +
[docs] def team_name(self): + """ + Allows the team to set a team name. + :return: Your team name + """ + return 'Team 2'
+ + # This is where your AI will decide what to do +
[docs] def take_turn(self, turn, actions, world, avatar): + """ + This is where your AI will decide what to do. + :param turn: The current turn of the game. + :param actions: This is the actions object that you will add effort allocations or decrees to. + :param world: Generic world information + """ + pass
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
+
+ +
+
+ +
+
+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/client/user_client.html b/docs/_modules/game/client/user_client.html new file mode 100644 index 0000000..8f523a7 --- /dev/null +++ b/docs/_modules/game/client/user_client.html @@ -0,0 +1,258 @@ + + + + + + + + game.client.user_client - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
+
+
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+ +
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+ + + + + Back to top + +
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+
+

Source code for game.client.user_client

+from game.common.enums import *
+from game.config import Debug
+import logging
+
+
+
[docs]class UserClient: + def __init__(self): + self.debug_level = DebugLevel.CLIENT + self.debug = True + +
[docs] def debug(self, *args): + if self.debug and Debug.level >= self.debug_level: + logging.basicConfig(level=logging.DEBUG) + for arg in args: + logging.debug(f'{self.__class__.__name__}: {arg}')
+ +
[docs] def team_name(self): + return "No_Team_Name_Available"
+ +
[docs] def take_turn(self, turn, actions, world, avatar): + raise NotImplementedError("Implement this in subclass")
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/action.html b/docs/_modules/game/common/action.html new file mode 100644 index 0000000..c5b420e --- /dev/null +++ b/docs/_modules/game/common/action.html @@ -0,0 +1,287 @@ + + + + + + + + game.common.action - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.action

+from game.common.enums import *
+
+
+
[docs]class Action: + """ + `Action Class:` + + This class encapsulates the different actions a player can execute while playing the game. + + **NOTE**: This is not currently implemented in this version of the Byte Engine. If you want more complex + actions, you can use this class for Objects instead of the enums. + """ + + def __init__(self): + self.object_type = ObjectType.ACTION + self._example_action = None + + def set_action(self, action): + self._example_action = action + + def to_json(self): + data = dict() + + data['object_type'] = self.object_type + data['example_action'] = self._example_action + + return data + + def from_json(self, data): + self.object_type = data['object_type'] + self._example_action = data['example_action'] + + def __str__(self): + outstring = '' + outstring += f'Example Action: {self._example_action}\n' + + return outstring
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/avatar.html b/docs/_modules/game/common/avatar.html new file mode 100644 index 0000000..9ec9a73 --- /dev/null +++ b/docs/_modules/game/common/avatar.html @@ -0,0 +1,572 @@ + + + + + + + + game.common.avatar - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.avatar

+from typing import Self
+
+from game.common.enums import ObjectType
+from game.common.game_object import GameObject
+from game.common.items.item import Item
+from game.utils.vector import Vector
+
+
+
[docs]class Avatar(GameObject): + """ + `Avatar Inventory Notes:` + + The avatar's inventory is a list of items. Each item has a quantity and a stack_size (the max amount of an + item that can be held in a stack. Think of the Minecraft inventory). + + This upcoming example is just to facilitate understanding the concept. The Dispensing Station concept that will + be mentioned is completely optional to implement if you desire. The Dispensing Station is used to help with the + explanation. + + ---- + + **Items:** + Every Item has a quantity and a stack_size. The quantity is how much of the Item the player *currently* has. + The stack_size is the max of that Item that can be in a stack. For example, if the quantity is 5, and the + stack_size is 5 (5/5), the item cannot be added to that stack + + ----- + + **Picking up items:** + + Example 1: + When you pick up an item (which will now be referred to as picked_up_item), picked_up_item has a given + quantity. In this case, let's say the quantity of picked_up_item is 2. + + Imagine you already have this item in your inventory (which will now be referred to as inventory_item), + and inventory_item has a quantity of 1 and a stack_size of 10 (think of this as a fraction: 1/10). + + When you pick up picked_up_item, inventory_item will be checked. + If picked_up_item's quantity + inventory_item < stack_size, it'll be added without issue. + Remember, for this example: picked_up_item quantity is 2, and inventory_item quantity is 1, and + stack_size is 10. + + Inventory_item quantity before picking up: 1/10 + :: + 2 + 1 < 10 --> True + Inventory_item quantity after picking up: 3/10 + + ---- + + Example 2: + For the next two examples, the total inventory size will be considered. + + Let's say inventory_item has quantity 4 and a stack_size of 5. Now say that picked_up_item has + quantity 3. + + Recall: if picked_up_item's quantity + inventory_item < stack_size, it will be added without issue + + Inventory_item quantity before picking up: 4/5 + :: + 3 + 4 < 5 --> False + + What do we do in this situation? If you want to add picked_up_item to inventory_item and there is an + overflow of quantity, that is handled for you. + + Let's say that your inventory size (which will now be referred to as max_inventory_size) is 5. You + already have inventory_item in there that has a quantity of 4 and a stack_size of 5. An image of the + inventory is below. 'None' is used to help show the max_inventory_size. Inventory_item quantity and + stack_size will be listed in parentheses as a fraction. + :: + Inventory: + [ + inventory_item (4/5), + None, + None, + None, + None + ] + + Now we will add picked_up_item and its quantity of 3: + :: + Inventory before: + [ + inventory_item (4/5), + None, + None, + None, + None + ] + + 3 + 4 < 5 --> False + + inventory_item (4/5) will now be inventory_item (5/5) + picked_up_item now has a quantity of 2 instead of 3 + Since we have a surplus, we will append the same item with a quantity of 2 in the inventory. + :: + The result is: + [ + inventory_item (5/5), + inventory_item (2/5), + None, + None, + None + ] + + ---- + + Example 3: + For this last example, assume your inventory looks like this: + :: + [ + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5), + inventory_item (4/5) + ] + + You can only fit one more inventory_item into the last stack before the inventory is full. + Let's say that picked_up_item has quantity of 3 again. + :: + Inventory before: + [ + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5), + inventory_item (4/5) + ] + + 3 + 4 < 5 --> False + + inventory_item (4/5) will now be inventory_item (5/5) + picked_up_item now has a quantity of 2 + However, despite the surplus, we cannot add it into our inventory, so the remaining quantity of + picked_up_item is left where it was first found. + :: + Inventory after: + [ + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5), + inventory_item (5/5) + ] + """ + + def __init__(self, position: Vector | None = None, max_inventory_size: int = 10): + super().__init__() + self.object_type: ObjectType = ObjectType.AVATAR + self.score: int = 0 + self.position: Vector | None = position + self.max_inventory_size: int = max_inventory_size + self.inventory: list[Item | None] = [None] * max_inventory_size + self.held_item: Item | None = self.inventory[0] + self.__held_index: int = 0 + + @property + def held_item(self) -> Item | None: + self.__clean_inventory() + return self.inventory[self.__held_index] + + @property + def score(self) -> int: + return self.__score + + @property + def position(self) -> Vector | None: + return self.__position + + @property + def inventory(self) -> list[Item | None]: + return self.__inventory + + @property + def max_inventory_size(self) -> int: + return self.__max_inventory_size + + @held_item.setter + def held_item(self, item: Item | None) -> None: + self.__clean_inventory() + + # If it's not an item, and it's not None, raise the error + if item is not None and not isinstance(item, Item): + raise ValueError(f'{self.__class__.__name__}.held_item must be an Item or None.') + + # If the item is not contained in the inventory, the error will be raised. + if not self.inventory.__contains__(item): + raise ValueError(f'{self.__class__.__name__}.held_item must be set to an item that already exists' + f' in the inventory.') + + # If the item is contained in the inventory, set the held_index to that item's index + self.__held_index = self.inventory.index(item) + + @score.setter + def score(self, score: int) -> None: + if score is None or not isinstance(score, int): + raise ValueError(f'{self.__class__.__name__}.score must be an int.') + self.__score: int = score + + @position.setter + def position(self, position: Vector | None) -> None: + if position is not None and not isinstance(position, Vector): + raise ValueError(f'{self.__class__.__name__}.position must be a Vector or None.') + self.__position: Vector | None = position + + @inventory.setter + def inventory(self, inventory: list[Item | None]) -> None: + # If every item in the inventory is not of type None or Item, throw an error + if inventory is None or not isinstance(inventory, list) \ + or (len(inventory) > 0 and any(map(lambda item: item is not None and not + isinstance(item, Item), inventory))): + raise ValueError(f'{self.__class__.__name__}.inventory must be a list of Items.') + if len(inventory) > self.max_inventory_size: + raise ValueError(f'{self.__class__.__name__}.inventory size must be less than or equal to ' + f'max_inventory_size') + self.__inventory: list[Item] = inventory + + @max_inventory_size.setter + def max_inventory_size(self, size: int) -> None: + if size is None or not isinstance(size, int): + raise ValueError(f'{self.__class__.__name__}.max_inventory_size must be an int.') + self.__max_inventory_size: int = size + + # Private helper method that cleans the inventory of items that have a quantity of 0. This is a safety check + def __clean_inventory(self) -> None: + """ + This method is used to manage the inventory. Whenever an item has a quantity of 0, it will set that item object + to None since it doesn't exist in the inventory anymore. Otherwise, if there are multiple instances of an + item in the inventory, and they can be consolidated, this method does that. + + Example: In inventory[0], there is a stack of gold with a quantity and stack_size of 5. In inventory[1], there + is another stack of gold with quantity of 3, stack size of 5. If you want to take away 4 gold, inventory[0] + will have quantity 1, and inventory[1] will have quantity 3. Then, when clean_inventory is called, it will + consolidate the two. This mean that inventory[0] will have quantity 4 and inventory[1] will be set to None. + :return: None + """ + + # This condenses the inventory if there are duplicate items and combines them together + for i, item in enumerate(self.inventory): + [j.pick_up(item) for j in self.inventory[:i] if j is not None] + + # This removes any items in the inventory that have a quantity of 0 and replaces them with None + remove: [int] = [x[0] for x in enumerate(self.inventory) if x[1] is not None and x[1].quantity == 0] + for i in remove: + self.inventory[i] = None + +
[docs] def drop_held_item(self) -> Item | None: + """ + Call this method when a station is taking the held item from the avatar. + + This method can be modified more for different scenarios where the held item would be dropped + (e.g., you make a game where being attacked forces you to drop your held item). + + If you want the held item to go somewhere specifically and not become None, that can be changed too. + + Make sure to keep clean_inventory() in this method. + """ + # The held item will be taken from the avatar will be replaced with None in the inventory + held_item = self.held_item + self.inventory[self.__held_index] = None + + self.__clean_inventory() + + return held_item
+ +
[docs] def take(self, item: Item | None) -> Item | None: + """ + To use this method, pass in an item object. Whatever this item's quantity is will be the amount subtracted from + the avatar's inventory. For example, if the item in the inventory is has a quantity of 5 and this method is + called with the parameter having a quantity of 2, the item in the inventory will have a quantity of 3. + + Furthermore, when this method is called and the potential item is taken away, the clean_inventory method is + called. It will consolidate all similar items together to ensure that the inventory is clean. + + Reference test_avatar_inventory.py and the clean_inventory method for further documentation on this method and + how the inventory is managed. + + :param item: + :return: Item or None + """ + # Calls the take method on every index on the inventory. If i isn't None, call the method + # NOTE: If the list is full of None (i.e., no Item objects are in it), nothing will happen + [item := i.take(item) for i in self.inventory if i is not None] + self.__clean_inventory() + return item
+ + def pick_up(self, item: Item | None) -> Item | None: + self.__clean_inventory() + + # Calls the pick_up method on every index on the inventory. If i isn't None, call the method + [item := i.pick_up(item) for i in self.inventory if i is not None] + + # If the inventory has a slot with None, it will replace that None value with the item + if self.inventory.__contains__(None): + index = self.inventory.index(None) + self.inventory.pop(index) + self.inventory.insert(index, item) + # Nothing is then returned + return None + + # If the item can't be in the inventory, return it + return item + + def to_json(self) -> dict: + data: dict = super().to_json() + data['held_index'] = self.__held_index + data['held_item'] = self.held_item.to_json() if self.held_item is not None else None + data['score'] = self.score + data['position'] = self.position.to_json() if self.position is not None else None + data['inventory'] = self.inventory + data['max_inventory_size'] = self.max_inventory_size + return data + + def from_json(self, data: dict) -> Self: + super().from_json(data) + self.score: int = data['score'] + self.position: Vector | None = None if data['position'] is None else Vector().from_json(data['position']) + self.inventory: list[Item] = data['inventory'] + self.max_inventory_size: int = data['max_inventory_size'] + self.held_item: Item | None = self.inventory[data['held_index']] + + return self
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/enums.html b/docs/_modules/game/common/enums.html new file mode 100644 index 0000000..b30e1d8 --- /dev/null +++ b/docs/_modules/game/common/enums.html @@ -0,0 +1,308 @@ + + + + + + + + game.common.enums - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.enums

+from enum import Enum, auto
+
+"""
+**NOTE:** The use of the enum structure is to make is easier to execute certain tasks. It also helps with
+identifying types of Objects throughout the project.
+
+When developing the game, add any extra enums as necessary.
+"""
+
+
[docs]class DebugLevel(Enum): + NONE = auto() + CLIENT = auto() + CONTROLLER = auto() + ENGINE = auto()
+ +
[docs]class ObjectType(Enum): + NONE = auto() + ACTION = auto() + PLAYER = auto() + AVATAR = auto() + GAMEBOARD = auto() + VECTOR = auto() + TILE = auto() + WALL = auto() + ITEM = auto() + OCCUPIABLE = auto() + STATION = auto() + OCCUPIABLE_STATION = auto() + STATION_EXAMPLE = auto() + STATION_RECEIVER_EXAMPLE = auto() + OCCUPIABLE_STATION_EXAMPLE = auto()
+ + +
[docs]class ActionType(Enum): + NONE = auto() + MOVE_UP = auto() + MOVE_DOWN = auto() + MOVE_LEFT = auto() + MOVE_RIGHT = auto() + INTERACT_UP = auto() + INTERACT_DOWN = auto() + INTERACT_LEFT = auto() + INTERACT_RIGHT = auto() + INTERACT_CENTER = auto() + SELECT_SLOT_0 = auto() + SELECT_SLOT_1 = auto() + SELECT_SLOT_2 = auto() + SELECT_SLOT_3 = auto() + SELECT_SLOT_4 = auto() + SELECT_SLOT_5 = auto() + SELECT_SLOT_6 = auto() + SELECT_SLOT_7 = auto() + SELECT_SLOT_8 = auto() + SELECT_SLOT_9 = auto() + """ + These last 10 enums are for selecting a slot from the Avatar class' inventory. + You can add/remove these as needed for the purposes of your game. + """
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/game_object.html b/docs/_modules/game/common/game_object.html new file mode 100644 index 0000000..da90eff --- /dev/null +++ b/docs/_modules/game/common/game_object.html @@ -0,0 +1,288 @@ + + + + + + + + game.common.game_object - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.game_object

+import uuid
+
+from game.common.enums import ObjectType
+from typing import Self
+
+
+
[docs]class GameObject: + """ + `GameObject Class Notes:` + + This class is widely used throughout the project to represent different types of Objects that are interacted + with in the game. If a new class is created and needs to be logged to the JSON files, make sure it inherits + from GameObject. + """ + def __init__(self, **kwargs): + self.id = str(uuid.uuid4()) + self.object_type = ObjectType.NONE + self.state = "idle" + + def to_json(self) -> dict: + # It is recommended call this using super() in child implementations + data = dict() + + data['id'] = self.id + data['object_type'] = self.object_type.value + data['state'] = self.state + + return data + + def from_json(self, data: dict) -> Self: + # It is recommended call this using super() in child implementations + self.id = data['id'] + self.object_type = ObjectType(data['object_type']) + self.state = data['state'] + return self + + def obfuscate(self): + pass
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/items/item.html b/docs/_modules/game/common/items/item.html new file mode 100644 index 0000000..a06112e --- /dev/null +++ b/docs/_modules/game/common/items/item.html @@ -0,0 +1,445 @@ + + + + + + + + game.common.items.item - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.items.item

+from game.common.enums import ObjectType
+from game.common.game_object import GameObject
+from typing import Self
+
+
+
[docs]class Item(GameObject): + """ + `Item Class Notes:` + + Items have 4 different attributes: value, durability, quantity, stack-size. + + ----- + + Value: + The value of an item can be anything depending on the purpose of the game. For example, if a player can + sell an item to a shop for monetary value, the value attribute would be used. However, this value may be + used for anything to better fit the purpose of the game being created. + + ----- + + Durability: + The value of an item's durability can be either None or an integer. + If durability is an integer, the stack size *must* be 1. Think of Minecraft and the mechanics of tools. You + can only have one sword with a durability (they don't stack). + + If the durability is equal to None, it represents the item having infinite durability. The item can now be + stacked with others of the same type. In the case the game being created needs items without durability, + set this attribute to None to prevent any difficulties. + + ----- + + Quantity and Stack Size: + These two work in tandem. Fractions (x/y) will be used to better explain the concept. + + Quantity simply refers to the amount of the current item the player has. For example, having 5 gold, 10 + gold, or 0 gold all work for representing the quantity. + + The stack_size represents how *much* of an item can be in a stack. Think of this like the Minecraft inventory + system. For example, you can have 64 blocks of dirt, and if you were to gain one more, you would have a new + stack starting at 1. + + In the case of items here, it works with the avatar.py file's inventory system (refer to those notes on how + the inventory works in depth). The Minecraft analogy should help understand the concept. + + To better show this, quantity and stack size work like the following fraction model: quantity/stack_size. + + The quantity can never be 0 and must always be a minimum of 1. Furthermore, quantity cannot be greater than + the stack_size. So 65/64 will not be possible. + + ----- + + Pick Up Method: + When picking up an item, it will first check the item's ObjectType. If the Object interacted with is not of + the ObjectType ITEM enum, an error will be thrown. + + Otherwise, the method will check if the picked up item will be able to fit in the inventory. If some of the + item's quantity can be picked up and a surplus will be left over, the player will be pick up what they can. + + Then, the same item they picked up will have its quantity modified to be what is left over. That surplus of + the item is then returned to allow for it to be placed back where it was found on the map. + + If the player can pick up an item without any inventory issues, the entire item and its quantity will be added. + + **Refer to avatar.py for a more in-depth explanation of how picking up items work with examples.** + """ + + def __init__(self, value: int = 1, durability: int | None = None, quantity: int = 1, stack_size: int = 1): + super().__init__() + self.__quantity = None # This is here to prevent an error + self.__durability = None # This is here to prevent an error + self.object_type: ObjectType = ObjectType.ITEM + self.value: int = value # Value can more specified based on purpose (e.g., the sell price) + self.stack_size: int = stack_size # the max quantity this item can contain + self.durability: int | None = durability # durability can be None to represent infinite durability + self.quantity: int = quantity # the current amount of this item + + @property + def durability(self) -> int | None: + return self.__durability + + @property + def value(self) -> int: + return self.__value + + @property + def quantity(self) -> int: + return self.__quantity + + @property + def stack_size(self) -> int: + return self.__stack_size + + @durability.setter + def durability(self, durability: int | None) -> None: + if durability is not None and not isinstance(durability, int): + raise ValueError(f'{self.__class__.__name__}.durability must be an int or None.') + if durability is not None and self.stack_size != 1: + raise ValueError( + f'{self.__class__.__name__}.durability must be set to None if stack_size is not equal to 1.') + self.__durability = durability + + @value.setter + def value(self, value: int) -> None: + if value is None or not isinstance(value, int): + raise ValueError(f'{self.__class__.__name__}.value must be an int.') + self.__value: int = value + + @quantity.setter + def quantity(self, quantity: int) -> None: + if quantity is None or not isinstance(quantity, int): + raise ValueError(f'{self.__class__.__name__}.quantity must be an int.') + if quantity < 0: + raise ValueError(f'{self.__class__.__name__}.quantity must be greater than or equal to 0.') + + # The self.quantity is set to the lower value between stack_size and the given quantity + # The remaining given quantity is returned if it's larger than self.quantity + if quantity > self.stack_size: + raise ValueError(f'{self.__class__.__name__}.quantity cannot be greater than ' + f'{self.__class__.__name__}.stack_size') + self.__quantity: int = quantity + + @stack_size.setter + def stack_size(self, stack_size: int) -> None: + if stack_size is None or not isinstance(stack_size, int): + raise ValueError(f'{self.__class__.__name__}.stack_size must be an int.') + if self.durability is not None and stack_size != 1: + raise ValueError(f'{self.__class__.__name__}.stack_size must be 1 if {self.__class__.__name__}.durability ' + f'is not None.') + if self.__quantity is not None and stack_size < self.__quantity: + raise ValueError(f'{self.__class__.__name__}.stack_size must be greater than or equal to the quantity.') + self.__stack_size: int = stack_size + + def take(self, item: Self) -> Self | None: + if item is not None and not isinstance(item, Item): + raise ValueError(f'{item.__class__.__name__} is not of type Item.') + + # If the item is None, just return None + if item is None: + return None + + # If the items don't match, return the given item without modifications + if self.object_type != item.object_type: + return item + + # If subtracting the given item's quantity from self's quantity is less than 0, raise an error + if self.quantity - item.quantity < 0: + item.quantity -= self.quantity + self.quantity = 0 + return item + + # Reduce self.quantity + self.quantity -= item.quantity + item.quantity = 0 + + return None + + def pick_up(self, item: Self) -> Self | None: + if item is not None and not isinstance(item, Item): + raise ValueError(f'{item.__class__.__name__} is not of type Item.') + + # If the item is None, just return None + if item is None: + return None + + # If the items don't match, return the given item without modifications + if self.object_type != item.object_type: + return item + + # If the picked up quantity goes over the stack_size, add to make the quantity equal the stack_size + if self.quantity + item.quantity > self.stack_size: + item.quantity -= self.stack_size - self.quantity + self.quantity: int = self.stack_size + return item + + # Add the given item's quantity to the self item + self.quantity += item.quantity + item.quantity = 0 + + return None + + def to_json(self) -> dict: + data: dict = super().to_json() + data['stack_size'] = self.stack_size + data['durability'] = self.durability + data['value'] = self.value + data['quantity'] = self.quantity + return data + + def from_json(self, data: dict) -> Self: + super().from_json(data) + self.durability: int | None = data['durability'] + self.stack_size: int = data['stack_size'] + self.quantity: int = data['quantity'] + self.value: int = data['value'] + return self
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Source code for game.common.map.game_board

+import random
+from typing import Self, Callable
+
+from game.common.avatar import Avatar
+from game.common.enums import *
+from game.common.game_object import GameObject
+from game.common.map.tile import Tile
+from game.common.map.wall import Wall
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.stations.station import Station
+from game.utils.vector import Vector
+
+
+
[docs]class GameBoard(GameObject): + """ + `GameBoard Class Notes:` + + Map Size: + --------- + map_size is a Vector object, allowing you to specify the size of the (x, y) plane of the game board. + For example, a Vector object with an 'x' of 5 and a 'y' of 7 will create a board 5 tiles wide and + 7 tiles long. + + Example: + :: + _ _ _ _ _ y = 0 + | | + | | + | | + | | + | | + | | + _ _ _ _ _ y = 6 + + ----- + + Locations: + ---------- + This is the bulkiest part of the generation. + + The locations field is a dictionary with a key of a tuple of Vectors, and the value being a list of + GameObjects (the key **must** be a tuple instead of a list because Python requires dictionary keys to be + immutable). + + This is used to assign the given GameObjects the given coordinates via the Vectors. This is done in two ways: + + Statically: + If you want a GameObject to be at a specific coordinate, ensure that the key-value pair is + *ONE* Vector and *ONE* GameObject. + An example of this would be the following: + :: + locations = { (vector_2_4) : [station_0] } + + In this example, vector_2_4 contains the coordinates (2, 4). (Note that this naming convention + isn't necessary, but was used to help with the concept). Furthermore, station_0 is the + GameObject that will be at coordinates (2, 4). + + Dynamically: + If you want to assign multiple GameObjects to different coordinates, use a key-value + pair of any length. + + **NOTE**: The length of the tuple and list *MUST* be equal, otherwise it will not + work. In this case, the assignments will be random. An example of this would be the following: + :: + locations = + { + (vector_0_0, vector_1_1, vector_2_2) : [station_0, station_1, station_2] + } + + (Note that the tuple and list both have a length of 3). + + When this is passed in, the three different vectors containing coordinates (0, 0), (1, 1), or + (2, 2) will be randomly assigned station_0, station_1, or station_2. + + If station_0 is randomly assigned at (1, 1), station_1 could be at (2, 2), then station_2 will be at (0, 0). + This is just one case of what could happen. + + Lastly, another example will be shown to explain that you can combine both static and + dynamic assignments in the same dictionary: + :: + locations = + { + (vector_0_0) : [station_0], + (vector_0_1) : [station_1], + (vector_1_1, vector_1_2, vector_1_3) : [station_2, station_3, station_4] + } + + In this example, station_0 will be at vector_0_0 without interference. The same applies to + station_1 and vector_0_1. However, for vector_1_1, vector_1_2, and vector_1_3, they will randomly + be assigned station_2, station_3, and station_4. + + ----- + + Walled: + ------- + This is simply a bool value that will create a wall barrier on the boundary of the game_board. If + walled is True, the wall will be created for you. + + For example, let the dimensions of the map be (5, 7). There will be wall Objects horizontally across + x = 0 and x = 4. There will also be wall Objects vertically at y = 0 and y = 6 + + Below is a visual example of this, with 'x' being where the wall Objects are. + + Example: + :: + x x x x x y = 0 + x x + x x + x x + x x + x x + x x x x x y = 6 + """ + + def __init__(self, seed: int | None = None, map_size: Vector = Vector(), + locations: dict[tuple[Vector]:list[GameObject]] | None = None, walled: bool = False): + + super().__init__() + # game_map is initially going to be None. Since generation is slow, call generate_map() as needed + self.game_map: list[list[Tile]] | None = None + self.seed: int | None = seed + random.seed(seed) + self.object_type: ObjectType = ObjectType.GAMEBOARD + self.event_active: int | None = None + self.map_size: Vector = map_size + # when passing Vectors as a tuple, end the tuple of Vectors with a comma so it is recognized as a tuple + self.locations: dict | None = locations + self.walled: bool = walled + + @property + def seed(self) -> int: + return self.__seed + + @seed.setter + def seed(self, seed: int | None) -> None: + if self.game_map is not None: + raise RuntimeError(f'{self.__class__.__name__} variables cannot be changed once generate_map is run.') + if seed is not None and not isinstance(seed, int): + raise ValueError(f'{self.__class__.__name__}.seed must be an integer or None.') + self.__seed = seed + + @property + def game_map(self) -> list[list[Tile]] | None: + return self.__game_map + + @game_map.setter + def game_map(self, game_map: list[list[Tile]]) -> None: + if game_map is not None and (not isinstance(game_map, list) or + any(map(lambda l: not isinstance(l, list), game_map)) or + any([any(map(lambda g: not isinstance(g, Tile), tile_list)) + for tile_list in game_map])): + raise ValueError(f'{self.__class__.__name__}.game_map must be a list[list[Tile]].') + self.__game_map = game_map + + @property + def map_size(self) -> Vector: + return self.__map_size + + @map_size.setter + def map_size(self, map_size: Vector) -> None: + if self.game_map is not None: + raise RuntimeError(f'{self.__class__.__name__} variables cannot be changed once generate_map is run.') + if map_size is None or not isinstance(map_size, Vector): + raise ValueError(f'{self.__class__.__name__}.map_size must be a Vector.') + self.__map_size = map_size + + @property + def locations(self) -> dict: + return self.__locations + + @locations.setter + def locations(self, locations: dict[tuple[Vector]:list[GameObject]] | None) -> None: + if self.game_map is not None: + raise RuntimeError(f'{self.__class__.__name__} variables cannot be changed once generate_map is run.') + if locations is not None and not isinstance(locations, dict): + raise ValueError("Locations must be a dict. The key must be a tuple of Vector Objects, and the " + "value a list of GameObject.") + # if locations is not None: + # for k, v in locations.items(): + # if len(k) != len(v): + # raise ValueError("Cannot set the locations for the game_board. A key has a different " + # "length than its key.") + + self.__locations = locations + + @property + def walled(self) -> bool: + return self.__walled + + @walled.setter + def walled(self, walled: bool) -> None: + if self.game_map is not None: + raise RuntimeError(f'{self.__class__.__name__} variables cannot be changed once generate_map is run.') + if walled is None or not isinstance(walled, bool): + raise ValueError(f'{self.__class__.__name__}.walled must be a bool.') + + self.__walled = walled + + def generate_map(self) -> None: + # generate map + self.game_map = [[Tile() for _ in range(self.map_size.x)] for _ in range(self.map_size.y)] + + if self.walled: + for x in range(self.map_size.x): + if x == 0 or x == self.map_size.x - 1: + for y in range(self.map_size.y): + self.game_map[y][x].occupied_by = Wall() + self.game_map[0][x].occupied_by = Wall() + self.game_map[self.map_size.y - 1][x].occupied_by = Wall() + + self.__populate_map() + + def __populate_map(self) -> None: + for k, v in self.locations.items(): + if len(k) == 0 or len(v) == 0: # Key-Value lengths must be > 0 and equal + raise ValueError("A key-value pair from game_board.locations has a length of 0. ") + + # random.sample returns a randomized list which is used in __help_populate() + j = random.sample(k, k=len(k)) + self.__help_populate(j, v) + + def __occupied_filter(self, game_object_list: list[GameObject]) -> list[GameObject]: + """ + A helper method that returns a list of game objects that have the 'occupied_by' attribute. + :param game_object_list: + :return: a list of game object + """ + return [game_object for game_object in game_object_list if hasattr(game_object, 'occupied_by')] + + def __help_populate(self, vector_list: list[Vector], game_object_list: list[GameObject]) -> None: + """ + A helper method that helps populate the game map. + :param vector_list: + :param game_object_list: + :return: None + """ + + zipped_list: [tuple[list[Vector], list[GameObject]]] = list(zip(vector_list, game_object_list)) + last_vec: Vector = zipped_list[-1][0] + + remaining_objects: list[GameObject] | None = self.__occupied_filter(game_object_list[len(zipped_list):]) \ + if len(self.__occupied_filter(game_object_list)) > len(zipped_list) \ + else None + + # Will cap at smallest list when zipping two together + for vector, game_object in zipped_list: + if isinstance(game_object, Avatar): # If the GameObject is an Avatar, assign it the coordinate position + game_object.position = vector + + temp_tile: GameObject = self.game_map[vector.y][vector.x] + + while hasattr(temp_tile.occupied_by, 'occupied_by'): + temp_tile = temp_tile.occupied_by + + if temp_tile is None: + raise ValueError("Last item on the given tile doesn't have the 'occupied_by' attribute.") + + temp_tile.occupied_by = game_object + + if remaining_objects is None: + return + + # stack remaining game_objects on last vector + temp_tile: GameObject = self.game_map[last_vec.y][last_vec.x] + + while hasattr(temp_tile.occupied_by, 'occupied_by'): + temp_tile = temp_tile.occupied_by + + for game_object in remaining_objects: + if temp_tile is None: + raise ValueError("Last item on the given tile doesn't have the 'occupied_by' attribute.") + + temp_tile.occupied_by = game_object + temp_tile = temp_tile.occupied_by + + def get_objects(self, look_for: ObjectType) -> list[tuple[Vector, list[GameObject]]]: + to_return: list[tuple[Vector, list[GameObject]]] = list() + + for y, row in enumerate(self.game_map): + for x, object_in_row in enumerate(row): + go_list: list[GameObject] = [] + temp: GameObject = object_in_row + self.__get_objects_help(look_for, temp, go_list) + if len(go_list) > 0: + to_return.append((Vector(x=x, y=y), [*go_list, ])) + + return to_return + + def __get_objects_help(self, look_for: ObjectType, temp: GameObject | Tile, to_return: list[GameObject]): + while hasattr(temp, 'occupied_by'): + if temp.object_type is look_for: + to_return.append(temp) + + # The final temp is the last occupied by option which is either an Avatar, Station, or None + temp = temp.occupied_by + + if temp is not None and temp.object_type is look_for: + to_return.append(temp) + + def to_json(self) -> dict: + data: dict[str, object] = super().to_json() + temp: list[list[Tile]] = list( + list(map(lambda tile: tile.to_json(), y)) for y in self.game_map) if self.game_map is not None else None + data["game_map"] = temp + data["seed"] = self.seed + data["map_size"] = self.map_size.to_json() + data["location_vectors"] = [[vec.to_json() for vec in k] for k in + self.locations.keys()] if self.locations is not None else None + data["location_objects"] = [[obj.to_json() for obj in v] for v in + self.locations.values()] if self.locations is not None else None + data["walled"] = self.walled + data['event_active'] = self.event_active + return data + + def generate_event(self, start: int, end: int) -> None: + self.event_active = random.randint(start, end) + + def __from_json_helper(self, data: dict) -> GameObject: + temp: ObjectType = ObjectType(data['object_type']) + match temp: + case ObjectType.WALL: + return Wall().from_json(data) + case ObjectType.OCCUPIABLE_STATION: + return OccupiableStation().from_json(data) + case ObjectType.STATION: + return Station().from_json(data) + case ObjectType.AVATAR: + return Avatar().from_json(data) + # If adding more ObjectTypes that can be placed on the game_board, specify here + case _: + raise ValueError(f'The location (dict) must have a valid key (tuple of vectors) and a valid value (' + f'list of GameObjects).') + + def from_json(self, data: dict) -> Self: + super().from_json(data) + temp = data["game_map"] + self.seed: int | None = data["seed"] + self.map_size: Vector = Vector().from_json(data["map_size"]) + self.locations: dict[tuple[Vector]:list[GameObject]] = { + tuple(map(lambda vec: Vector().from_json(vec), k)): [self.__from_json_helper(obj) for obj in v] for k, v in + zip(data["location_vectors"], data["location_objects"])} if data["location_vectors"] is not None else None + self.walled: bool = data["walled"] + self.event_active: int = data['event_active'] + self.game_map: list[list[Tile]] = [ + [Tile().from_json(tile) for tile in y] for y in temp] if temp is not None else None + return self
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/map/occupiable.html b/docs/_modules/game/common/map/occupiable.html new file mode 100644 index 0000000..8be149d --- /dev/null +++ b/docs/_modules/game/common/map/occupiable.html @@ -0,0 +1,293 @@ + + + + + + + + game.common.map.occupiable - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.map.occupiable

+from game.common.enums import ObjectType
+from game.common.game_object import GameObject
+from game.common.items.item import Item
+from typing import Self
+
+
+
[docs]class Occupiable(GameObject): + """ + `Occupiable Class Notes:` + + Occupiable objects exist to encapsulate all objects that could be placed on the gameboard. + + These objects can only be occupied by GameObjects, so inheritance is important. The ``None`` value is + acceptable for this too, showing that nothing is occupying the object. + + Note: The class Item inherits from GameObject, but it is not allowed to be on an Occupiable object. + """ + + def __init__(self, occupied_by: GameObject = None, **kwargs): + super().__init__() + self.object_type: ObjectType = ObjectType.OCCUPIABLE + self.occupied_by: GameObject | None = occupied_by + + @property + def occupied_by(self) -> GameObject | None: + return self.__occupied_by + + @occupied_by.setter + def occupied_by(self, occupied_by: GameObject | None) -> None: + if occupied_by is not None and isinstance(occupied_by, Item): + raise ValueError(f'{self.__class__.__name__}.occupied_by cannot be an Item.') + if occupied_by is not None and not isinstance(occupied_by, GameObject): + raise ValueError(f'{self.__class__.__name__}.occupied_by must be None or an instance of GameObject.') + self.__occupied_by = occupied_by + + def to_json(self) -> dict: + data: dict = super().to_json() + data['occupied_by'] = self.occupied_by.to_json() if self.occupied_by is not None else None + return data + + def from_json(self, data: dict) -> Self: + super().from_json(data) + return self
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/map/tile.html b/docs/_modules/game/common/map/tile.html new file mode 100644 index 0000000..a2d10d5 --- /dev/null +++ b/docs/_modules/game/common/map/tile.html @@ -0,0 +1,295 @@ + + + + + + + + game.common.map.tile - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.map.tile

+from game.common.map.occupiable import Occupiable
+from game.common.enums import ObjectType
+from game.common.game_object import GameObject
+from game.common.avatar import Avatar
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.stations.station import Station
+from game.common.map.wall import Wall
+from typing import Self
+
+
+
[docs]class Tile(Occupiable): + """ + `Tile Class Notes:` + + The Tile class exists to encapsulate all objects that could be placed on the gameboard. + + Tiles will represent things like the floor in the game. They inherit from Occupiable, which allows for tiles to + have certain GameObjects and the avatar on it. + + If the game being developed requires different tiles with special properties, future classes may be added and + inherit from this class. + """ + def __init__(self, occupied_by: GameObject = None): + super().__init__() + self.object_type: ObjectType = ObjectType.TILE + + def from_json(self, data: dict) -> Self: + super().from_json(data) + occupied_by: dict | None = data['occupied_by'] + if occupied_by is None: + self.occupied_by = None + return self + # Add all possible game objects that can occupy a tile here (requires python 3.10) + match ObjectType(occupied_by['object_type']): + case ObjectType.AVATAR: + self.occupied_by: Avatar = Avatar().from_json(occupied_by) + case ObjectType.OCCUPIABLE_STATION: + self.occupied_by: OccupiableStation = OccupiableStation().from_json(occupied_by) + case ObjectType.STATION: + self.occupied_by: Station = Station().from_json(occupied_by) + case ObjectType.WALL: + self.occupied_by: Wall = Wall().from_json(occupied_by) + case _: + raise Exception(f'Could not parse occupied_by: {occupied_by}') + return self
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/map/wall.html b/docs/_modules/game/common/map/wall.html new file mode 100644 index 0000000..dc3dff3 --- /dev/null +++ b/docs/_modules/game/common/map/wall.html @@ -0,0 +1,264 @@ + + + + + + + + game.common.map.wall - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.map.wall

+from game.common.enums import ObjectType
+from game.common.game_object import GameObject
+
+
+
[docs]class Wall(GameObject): + """ + `Wall Class Note:` + + The Wall class is used for creating objects that border the map. These are impassable. + """ + def __init__(self): + super().__init__() + self.object_type = ObjectType.WALL
+ +
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/player.html b/docs/_modules/game/common/player.html new file mode 100644 index 0000000..de1f551 --- /dev/null +++ b/docs/_modules/game/common/player.html @@ -0,0 +1,388 @@ + + + + + + + + game.common.player - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.player

+from game.common.action import Action
+from game.common.game_object import GameObject
+from game.common.avatar import Avatar
+from game.common.enums import *
+from game.client.user_client import UserClient
+
+
+
[docs]class Player(GameObject): + """ + `Player Class Notes:` + + ----- + + The Player class is what represents the team that's competing. The player can contain a list of Actions to + execute each turn. The avatar is what's used to execute actions (e.g., interacting with stations, picking up + items, etc.). For more details on the difference between the Player and Avatar classes, refer to the README + document. + """ + def __init__(self, code: object | None = None, team_name: str | None = None, actions: list[ActionType] = [], + avatar: Avatar | None = None): + super().__init__() + self.object_type: ObjectType = ObjectType.PLAYER + self.functional: bool = True + # self.error: object | None = None # error is not used + self.team_name: str | None = team_name + self.code: UserClient | None = code + # self.action: Action = action + self.actions: list[ActionType] = actions + self.avatar: Avatar | None = avatar + + @property + def actions(self) -> list[ActionType] | list: # change to Action if you want to use the action object + return self.__actions + + @actions.setter + def actions(self, actions: list[ActionType] | list) -> None: # showing it returns nothing(like void in java) + # if it's (not none = and) if its (none = or) + # going across all action types and making it a boolean, if any are true this will be true\/ + if actions is None or not isinstance(actions, list) \ + or (len(actions) > 0 + and any(map(lambda action_type: not isinstance(action_type, ActionType), actions))): + raise ValueError(f'{self.__class__.__name__}.action must be an empty list or a list of action types') + # ^if it's not either throw an error + self.__actions = actions + + @property + def functional(self) -> bool: + return self.__functional + + @functional.setter # do this for all the setters + def functional(self, functional: bool) -> None: # this enforces the type hinting + if functional is None or not isinstance(functional, bool): # if this statement is true throw an error + raise ValueError(f'{self.__class__.__name__}.functional must be a boolean') + self.__functional = functional + + @property + def team_name(self) -> str: + return self.__team_name + + @team_name.setter + def team_name(self, team_name: str) -> None: + if team_name is not None and not isinstance(team_name, str): + raise ValueError(f'{self.__class__.__name__}.team_name must be a String or None') + self.__team_name = team_name + + @property + def avatar(self) -> Avatar: + return self.__avatar + + @avatar.setter + def avatar(self, avatar: Avatar) -> None: + if avatar is not None and not isinstance(avatar, Avatar): + raise ValueError(f'{self.__class__.__name__}.avatar must be Avatar or None') + self.__avatar = avatar + + @property + def object_type(self) -> ObjectType: + return self.__object_type + + @object_type.setter + def object_type(self, object_type: ObjectType) -> None: + if object_type is None or not isinstance(object_type, ObjectType): + raise ValueError(f'{self.__class__.__name__}.object_type must be ObjectType') + self.__object_type = object_type + + def to_json(self): + data = super().to_json() + + data['functional'] = self.functional + # data['error'] = self.error # .to_json() if self.error is not None else None + data['team_name'] = self.team_name + data['actions'] = [act.value for act in self.actions] + data['avatar'] = self.avatar.to_json() if self.avatar is not None else None + + return data + + def from_json(self, data): + super().from_json(data) + + self.functional = data['functional'] + # self.error = data['error'] # .from_json(data['action']) if data['action'] is not None else None + self.team_name = data['team_name'] + + self.actions: list[ActionType] = [ObjectType(action) for action in data['actions']] + avatar: Avatar | None = data['avatar'] + if avatar is None: + self.avatar = None + return self + # match case for action + # match action['object_type']: + # case ObjectType.ACTION: + # self.action = Action().from_json(data['action']) + # case None: + # self.action = None + # case _: # checks if it is anything else + # raise Exception(f'Could not parse action: {self.action}') + + # match case for avatar + match ObjectType(avatar['object_type']): + case ObjectType.AVATAR: + self.avatar = Avatar().from_json(data['avatar']) + case None: + self.avatar = None + case _: + raise Exception(f'Could not parse avatar: {self.avatar}') + return self + # self.action = Action().from_json(data['action']) if data['action'] is not None else None + # self.avatar = Avatar().from_json(data['avatar']) if data['avatar'] is not None else None + +# to String + def __str__(self): + p = f"""ID: {self.id} + Team name: {self.team_name} + Actions: + """ + # This concatenates every action from the list of actions to the string + [p:= p + action for action in self.actions] + return p
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/stations/occupiable_station.html b/docs/_modules/game/common/stations/occupiable_station.html new file mode 100644 index 0000000..04f2f93 --- /dev/null +++ b/docs/_modules/game/common/stations/occupiable_station.html @@ -0,0 +1,296 @@ + + + + + + + + game.common.stations.occupiable_station - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.stations.occupiable_station

+from game.common.avatar import Avatar
+from game.common.map.occupiable import Occupiable
+from game.common.enums import ObjectType
+from game.common.items.item import Item
+from game.common.stations.station import Station
+from game.common.game_object import GameObject
+from typing import Self
+
+
+# create station object that contains occupied_by
+
[docs]class OccupiableStation(Occupiable, Station): + """ + `OccupiableStation Class Notes:` + + Occupiable Station objects inherit from both the Occupiable and Station classes. This allows for other objects to + be "on top" of the Occupiable Station. For example, an Avatar object can be on top of this object. Since Stations + can contain items, items can be stored in this object too. + + Any GameObject or Item can be in an Occupiable Station. + + Occupiable Station Example is a small file that shows an example of how this class can be + used. The example class can be deleted or expanded upon if necessary. + """ + def __init__(self, held_item: Item | None = None, occupied_by: GameObject | None = None): + super().__init__(occupied_by=occupied_by, held_item=held_item) + self.object_type: ObjectType = ObjectType.OCCUPIABLE_STATION + self.held_item = held_item + self.occupied_by = occupied_by + + def from_json(self, data: dict) -> Self: + super().from_json(data) + occupied_by = data['occupied_by'] + if occupied_by is None: + self.occupied_by = None + return self + # Add all possible game objects that can occupy a tile here (requires python 3.10) + match ObjectType(occupied_by['object_type']): + case ObjectType.AVATAR: + self.occupied_by: Avatar = Avatar().from_json(occupied_by) + case ObjectType.OCCUPIABLE_STATION: + self.occupied_by: OccupiableStation = OccupiableStation().from_json(occupied_by) + case ObjectType.STATION: + self.occupied_by: Station = Station().from_json(occupied_by) + case _: + raise Exception(f'Could not parse occupied_by: {occupied_by}') + return self
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/stations/occupiable_station_example.html b/docs/_modules/game/common/stations/occupiable_station_example.html new file mode 100644 index 0000000..26a00a3 --- /dev/null +++ b/docs/_modules/game/common/stations/occupiable_station_example.html @@ -0,0 +1,270 @@ + + + + + + + + game.common.stations.occupiable_station_example - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.stations.occupiable_station_example

+from game.common.avatar import Avatar
+from game.common.enums import ObjectType
+from game.common.items.item import Item
+from game.common.stations.occupiable_station import OccupiableStation
+
+
+# create example of occupiable_station that gives item
+
[docs]class OccupiableStationExample(OccupiableStation): + def __init__(self, held_item: Item | None = None): + super().__init__(held_item=held_item) + self.object_type = ObjectType.STATION_EXAMPLE + +
[docs] def take_action(self, avatar: Avatar) -> Item | None: + """ + In this example of what an occupiable station could do, the avatar picks up the item from this station to + show the station's purpose. + :param avatar: + :return: + """ + avatar.pick_up(self.held_item)
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/stations/station.html b/docs/_modules/game/common/stations/station.html new file mode 100644 index 0000000..48bcc1f --- /dev/null +++ b/docs/_modules/game/common/stations/station.html @@ -0,0 +1,314 @@ + + + + + + + + game.common.stations.station - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.stations.station

+from game.common.avatar import Avatar
+from game.common.game_object import GameObject
+from game.common.enums import ObjectType
+from game.common.items.item import Item
+from typing import Self
+
+
+# create Station object from GameObject that allows item to be contained in it
+
[docs]class Station(GameObject): + """ + `Station Class Notes:` + + Station objects inherit from GameObject and can contain Item objects in them. + + Players can interact with Stations in different ways by using the ``take_action()`` method. Whatever is specified + in this method will control how players interact with the station. The Avatar and Item classes have methods that + go through this process. Refer to them for more details. + + The Occupiable Station Example class demonstrates an avatar object receiving the station's stored item. The + Station Receiver Example class demonstrates an avatar depositing its held item into a station. These are simple + ideas for how stations can be used. These can be heavily added onto for more creative uses! + """ + + def __init__(self, held_item: Item | None = None, **kwargs): + super().__init__() + self.object_type: ObjectType = ObjectType.STATION + self.held_item: Item | None = held_item + + # held_item getter and setter methods + @property + def held_item(self) -> Item | None: + return self.__item + + @held_item.setter + def held_item(self, held_item: Item) -> None: + if held_item is not None and not isinstance(held_item, Item): + raise ValueError(f'{self.__class__.__name__}.held_item must be an Item or None, not {held_item}.') + self.__item = held_item + + # base of take action method, defined in classes that extend Station (StationExample demonstrates this) + def take_action(self, avatar: Avatar) -> Item | None: + pass + + # json methods + def to_json(self) -> dict: + data: dict = super().to_json() + data['held_item'] = self.held_item.to_json() if self.held_item is not None else None + + return data + + def from_json(self, data: dict) -> Self: + super().from_json(data) + held_item: dict = data['held_item'] + if held_item is None: + self.held_item = None + return self + + # framework match case for from json, can add more object types that can be item + match ObjectType(held_item['object_type']): + case ObjectType.ITEM: + self.held_item = Item().from_json(held_item) + case _: + raise Exception(f'Could not parse held_item: {held_item}') + return self
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/stations/station_example.html b/docs/_modules/game/common/stations/station_example.html new file mode 100644 index 0000000..852800d --- /dev/null +++ b/docs/_modules/game/common/stations/station_example.html @@ -0,0 +1,270 @@ + + + + + + + + game.common.stations.station_example - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.stations.station_example

+from game.common.avatar import Avatar
+from game.common.enums import ObjectType
+from game.common.items.item import Item
+from game.common.stations.station import Station
+
+
+# create example of station that gives item to avatar
+
[docs]class StationExample(Station): + def __init__(self, held_item: Item | None = None): + super().__init__(held_item=held_item) + self.object_type = ObjectType.STATION_EXAMPLE + +
[docs] def take_action(self, avatar: Avatar) -> Item | None: + """ + In this example of what a station could do, the avatar picks up the item from this station to show the + station's purpose. + :param avatar: + :return: + """ + avatar.pick_up(self.held_item)
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/common/stations/station_receiver_example.html b/docs/_modules/game/common/stations/station_receiver_example.html new file mode 100644 index 0000000..5642edd --- /dev/null +++ b/docs/_modules/game/common/stations/station_receiver_example.html @@ -0,0 +1,270 @@ + + + + + + + + game.common.stations.station_receiver_example - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.common.stations.station_receiver_example

+from game.common.avatar import Avatar
+from game.common.enums import ObjectType
+from game.common.items.item import Item
+from game.common.stations.station import Station
+
+
+# create example of station that takes held_item from avatar at inventory slot 0
+
[docs]class StationReceiverExample(Station): + def __init__(self, held_item: Item | None = None): + super().__init__(held_item=held_item) + self.object_type = ObjectType.STATION_RECEIVER_EXAMPLE + +
[docs] def take_action(self, avatar: Avatar) -> None: + """ + In this example of what a type of station could do, the station takes the avatars held item and takes it for + its own. + :param avatar: + :return: + """ + self.held_item = avatar.drop_held_item()
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/config.html b/docs/_modules/game/config.html new file mode 100644 index 0000000..6b4e4c7 --- /dev/null +++ b/docs/_modules/game/config.html @@ -0,0 +1,306 @@ + + + + + + + + game.config - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.config

+import os
+
+from game.common.enums import *
+
+"""
+This file is important for configuring settings for the project. All parameters in this file have comments to explain 
+what they do already. Refer to this file to clear any confusion, and make any changes as necessary.
+"""
+
+# Runtime settings / Restrictions --------------------------------------------------------------------------------------
+# The engine requires these to operate
+MAX_TICKS = 500                                     # max number of ticks the server will run regardless of game state
+TQDM_BAR_FORMAT = "Game running at {rate_fmt} "     # how TQDM displays the bar
+TQDM_UNITS = " turns"                               # units TQDM takes in the bar
+
+MAX_SECONDS_PER_TURN = 0.1                          # max number of basic operations clients have for their turns
+
+MAX_NUMBER_OF_ACTIONS_PER_TURN = 2                  # max number of actions per turn is currently set to 2
+
+MIN_CLIENTS_START = None                            # minimum number of clients required to start running the game; should be None when SET_NUMBER_OF_CLIENTS is used
+MAX_CLIENTS_START = None                            # maximum number of clients required to start running the game; should be None when SET_NUMBER_OF_CLIENTS is used
+SET_NUMBER_OF_CLIENTS_START = 2                     # required number of clients to start running the game; should be None when MIN_CLIENTS or MAX_CLIENTS are used
+CLIENT_KEYWORD = "client"                           # string required to be in the name of every client file, not found otherwise
+CLIENT_DIRECTORY = "./"                             # location where client code will be found
+
+MIN_CLIENTS_CONTINUE = None                         # minimum number of clients required to continue running the game; should be None when SET_NUMBER_OF_CLIENTS is used
+MAX_CLIENTS_CONTINUE = None                         # maximum number of clients required to continue running the game; should be None when SET_NUMBER_OF_CLIENTS is used
+SET_NUMBER_OF_CLIENTS_CONTINUE = 2                  # required number of clients to continue running the game; should be None when MIN_CLIENTS or MAX_CLIENTS are used
+
+ALLOWED_MODULES = ["game.client.user_client",       # modules that clients are specifically allowed to access
+                   "game.common.enums",
+                   "numpy",
+                   "scipy",
+                   "pandas",
+                   "itertools",
+                   "functools",
+                   ]
+
+RESULTS_FILE_NAME = "results.json"                                  # Name and extension of results file
+RESULTS_DIR = os.path.join(os.getcwd(), "logs")                     # Location of the results file
+RESULTS_FILE = os.path.join(RESULTS_DIR, RESULTS_FILE_NAME)         # Results directory combined with file name
+
+LOGS_FILE_NAME = 'turn_logs.json'
+LOGS_DIR = os.path.join(os.getcwd(), "logs")                        # Directory for game log files
+LOGS_FILE = os.path.join(LOGS_DIR, LOGS_FILE_NAME)
+
+GAME_MAP_FILE_NAME = "game_map.json"                                # Name and extension of game file that holds generated world
+GAME_MAP_DIR = os.path.join(os.getcwd(), "logs")                    # Location of game map file
+GAME_MAP_FILE = os.path.join(GAME_MAP_DIR, GAME_MAP_FILE_NAME)      # Filepath for game map file
+
+
+
[docs]class Debug: # Keeps track of the current debug level of the game + level = DebugLevel.NONE
+ +# Other Settings Here -------------------------------------------------------------------------------------------------- +
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
+
+ +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/controllers/controller.html b/docs/_modules/game/controllers/controller.html new file mode 100644 index 0000000..842b999 --- /dev/null +++ b/docs/_modules/game/controllers/controller.html @@ -0,0 +1,282 @@ + + + + + + + + game.controllers.controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.controllers.controller

+from game.common.enums import DebugLevel, ActionType
+from game.config import Debug
+from game.common.player import Player
+from game.common.map.game_board import GameBoard
+import logging
+
+
+
[docs]class Controller: + """ + `Controller Class Notes:` + + This is a super class for every controller type that is necessary for inheritance. Think of it as the GameObject + class for Controllers. + + The handle_actions method is important and will specify what each controller does when interacting with the + Player object's avatar. + + Refer to the other controller files for a more detailed description on how they work. + If more controllers are ever needed, add them to facilitate the flow of the game. + """ + def __init__(self): + self.debug_level = DebugLevel.CONTROLLER + self.debug = False + + def handle_actions(self, action: ActionType, client: Player, world: GameBoard): + return + + def debug(self, *args): + if self.debug and Debug.level >= self.debug_level: + logging.basicConfig(level=logging.DEBUGs) + for arg in args: + logging.debug(f'{self.__class__.__name__}: {arg}')
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/controllers/interact_controller.html b/docs/_modules/game/controllers/interact_controller.html new file mode 100644 index 0000000..c5566b2 --- /dev/null +++ b/docs/_modules/game/controllers/interact_controller.html @@ -0,0 +1,316 @@ + + + + + + + + game.controllers.interact_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.controllers.interact_controller

+from game.common.enums import *
+from game.controllers.controller import Controller
+from game.common.player import Player
+from game.common.stations.station import Station
+from game.common.items.item import Item
+from game.common.map.game_board import GameBoard
+from game.utils.vector import Vector
+
+
+
[docs]class InteractController(Controller): + """ + `Interact Controller Notes:` + + The Interact Controller manages the actions the player tries to execute. As the game is played, a player can + interact with surrounding, adjacent stations and the space they're currently standing on. + + Example: + :: + x x x x x x + x x + x O x + x O A O x + x O x + x x x x x x + + The given visual shows what players can interact with. "A" represents the avatar; "O" represents the spaces + that can be interacted with (including where the "A" is); and "x" represents the walls and map border. + + These interactions are managed by using the provided ActionType enums in the enums.py file. + """ + + def __init__(self): + super().__init__() + +
[docs] def handle_actions(self, action: ActionType, client: Player, world: GameBoard) -> None: + """ + Given the ActionType for interacting in a direction, the Player's avatar will engage with the object. + :param action: + :param client: + :param world: + :return: None + """ + + # match interaction type with x and y + vector: Vector + match action: + case ActionType.INTERACT_UP: + vector = Vector(x=0, y=-1) + case ActionType.INTERACT_DOWN: + vector = Vector(x=0, y=1) + case ActionType.INTERACT_LEFT: + vector = Vector(x=-1, y=0) + case ActionType.INTERACT_RIGHT: + vector = Vector(x=1, y=0) + case ActionType.INTERACT_CENTER: + vector = Vector(0, 0) + case _: + return + + # find result in interaction + vector.x += client.avatar.position.x + vector.y += client.avatar.position.y + stat: Station = world.game_map[vector.y][vector.x].occupied_by + + if stat is not None and isinstance(stat, Station): + stat.take_action(client.avatar)
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/controllers/inventory_controller.html b/docs/_modules/game/controllers/inventory_controller.html new file mode 100644 index 0000000..f611673 --- /dev/null +++ b/docs/_modules/game/controllers/inventory_controller.html @@ -0,0 +1,287 @@ + + + + + + + + game.controllers.inventory_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.controllers.inventory_controller

+from game.common.enums import *
+from game.common.avatar import Avatar
+from game.common.player import Player
+from game.controllers.controller import Controller
+from game.common.map.game_board import GameBoard
+
+
+
[docs]class InventoryController(Controller): + """ + `Interact Controller Notes:` + + The Inventory Controller is how player's can manage and interact with their inventory. When given the enum to + select an item from a slot in the inventory, that will then become the held item. + + If an enum is passed in that is not within the range of the inventory size, an error will be thrown. + """ + + def __init__(self): + super().__init__() + + def handle_actions(self, action: ActionType, client: Player, world: GameBoard) -> None: + # If a larger inventory is created, create more enums and add them here as needed + avatar: Avatar = client.avatar + + # If there are more than 10 slots in the inventory, change "ActionType.SELECT_SLOT_9" + # This checks if the given action isn't one of the select slot enums + if action.value < ActionType.SELECT_SLOT_0.value or action.value > ActionType.SELECT_SLOT_9.value: + return + + index: int = action.value - ActionType.SELECT_SLOT_0.value + + try: + avatar.held_item = avatar.inventory[index] + except IndexError: + raise IndexError(f'The given action type, {action.name}, is not within bounds of the given inventory of ' + f'size {len(avatar.inventory)}. Select an ActionType enum that will be within the ' + f'inventory\'s bounds.')
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/controllers/master_controller.html b/docs/_modules/game/controllers/master_controller.html new file mode 100644 index 0000000..3fc5f60 --- /dev/null +++ b/docs/_modules/game/controllers/master_controller.html @@ -0,0 +1,394 @@ + + + + + + + + game.controllers.master_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.controllers.master_controller

+from copy import deepcopy
+import random
+
+from game.common.action import Action
+from game.common.avatar import Avatar
+from game.common.enums import *
+from game.common.player import Player
+import game.config as config   # this is for turns
+from game.utils.thread import CommunicationThread
+from game.controllers.movement_controller import MovementController
+from game.controllers.controller import Controller
+from game.controllers.interact_controller import InteractController
+from game.common.map.game_board import GameBoard
+from game.config import MAX_NUMBER_OF_ACTIONS_PER_TURN
+from game.utils.vector import Vector 
+
+
+
[docs]class MasterController(Controller): + """ + `Master Controller Notes:` + + Give Client Objects: + Takes a list of Player objects and places each one in the game world. + + Game Loop Logic: + Increments the turn count as the game plays (look at the engine to see how it's controlled more). + + Interpret Current Turn Data: + This accesses the gameboard in the first turn of the game and generates the game's seed. + + Client Turn Arguments: + There are lines of code commented out that create Action Objects instead of using the enum. If your project + needs Actions Objects instead of the enums, comment out the enums and use Objects as necessary. + + Turn Logic: + This method executes every movement and interact behavior from every client in the game. This is done by + using every other type of Controller object that was created in the project that needs to be managed + here (InteractController, MovementController, other game-specific controllers, etc.). + + Create Turn Log: + This method creates a dictionary that stores the turn, all client objects, and the gameboard's JSON file to + be used as the turn log. + + Return Final Results: + This method creates a dictionary that stores a list of the clients' JSON files. This represents the final + results of the game. + """ + def __init__(self): + super().__init__() + self.game_over: bool = False + # self.event_timer = GameStats.event_timer # anything related to events are commented it out until made + # self.event_times: tuple[int, int] | None = None + self.turn: int = 1 + self.current_world_data: dict = None + self.movement_controller: MovementController = MovementController() + self.interact_controller: InteractController = InteractController() + + # Receives all clients for the purpose of giving them the objects they will control + def give_clients_objects(self, clients: list[Player], world: dict): + # starting_positions = [[3, 3], [3, 9]] # would be done in generate game + gb: GameBoard = world['game_board'] + avatars: list[tuple[Vector, list[Avatar]]]= gb.get_objects(ObjectType.AVATAR) + for avatar, client in zip(avatars,clients): + avatar[1][0].position = avatar[0] + client.avatar = avatar[1][0] + + + # Generator function. Given a key:value pair where the key is the identifier for the current world and the value is + # the state of the world, returns the key that will give the appropriate world information + def game_loop_logic(self, start=1): + self.turn = start + + # Basic loop from 1 to max turns + while True: + # Wait until the next call to give the number + yield str(self.turn) + # Increment the turn counter by 1 + self.turn += 1 + + # Receives world data from the generated game log and is responsible for interpreting it + def interpret_current_turn_data(self, clients: list[Player], world: dict, turn): + self.current_world_data = world + + if turn == 1: + random.seed(world['game_board'].seed) + # self.event_times = random.randrange(162, 172), random.randrange(329, 339) + + # Receive a specific client and send them what they get per turn. Also obfuscates necessary objects. + def client_turn_arguments(self, client: Player, turn): + # turn_action: Action = Action() + # client.action: Action = turn_action + # ^if you want to use action as an object instead of an enum + + turn_actions: list[ActionType] = [] + client.actions = turn_actions + + # Create deep copies of all objects sent to the player + current_world = deepcopy(self.current_world_data["game_board"]) # what is current world and copy avatar + copy_avatar = deepcopy(client.avatar) + # Obfuscate data in objects that that player should not be able to see + # Currently world data isn't obfuscated at all + args = (self.turn, turn_actions, current_world, copy_avatar) + return args + + # Perform the main logic that happens per turn + def turn_logic(self, clients: list[Player], turn): + for client in clients: + for i in range(MAX_NUMBER_OF_ACTIONS_PER_TURN): + try: + self.movement_controller.handle_actions(client.actions[i], client, self.current_world_data["game_board"]) + self.interact_controller.handle_actions(client.actions[i], client, self.current_world_data["game_board"]) + except IndexError: + pass + + # checks event logic at the end of round + # self.handle_events(clients) + + # comment out for now, nothing is in place for event types yet + # def handle_events(self, clients): + # If it is time to run an event, master controller picks an event to run + # if self.turn == self.event_times[0] or self.turn == self.event_times[1]: + # self.current_world_data["game_map"].generate_event(EventType.example, EventType.example) + # event type.example is just a placeholder for now + + # Return serialized version of game + def create_turn_log(self, clients: list[Player], turn: int): + data = dict() + data['tick'] = turn + data['clients'] = [client.to_json() for client in clients] + # Add things that should be thrown into the turn logs here + data['game_board'] = self.current_world_data["game_board"].to_json() + + return data + + # Gather necessary data together in results file + def return_final_results(self, clients: list[Player], turn): + data = dict() + + data['players'] = list() + # Determine results + for client in clients: + data['players'].append(client.to_json()) + + return data
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/controllers/movement_controller.html b/docs/_modules/game/controllers/movement_controller.html new file mode 100644 index 0000000..ccbd3fd --- /dev/null +++ b/docs/_modules/game/controllers/movement_controller.html @@ -0,0 +1,307 @@ + + + + + + + + game.controllers.movement_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.controllers.movement_controller

+from game.common.player import Player
+from game.common.map.game_board import GameBoard
+from game.common.map.tile import Tile
+from game.common.enums import *
+from game.utils.vector import Vector
+from game.controllers.controller import Controller
+
+
+
[docs]class MovementController(Controller): + """ + `Movement Controller Notes:` + + The Movement Controller manages the movement actions the player tries to execute. Players can move up, down, + left, and right. If the player tries to move into a space that's impassable, they don't move. + + For example, if the player attempts to move into an Occupiable Station (something the player can be on) that is + occupied by a Wall object (something the player can't be on), the player doesn't move; that is, if the player + tries to move into anything that can't be occupied by something, they won't move. + """ + + def __init__(self): + super().__init__() + + def handle_actions(self, action: ActionType, client: Player, world: GameBoard): + avatar_pos: Vector = Vector(client.avatar.position.x, client.avatar.position.y) + + pos_mod: Vector + match action: + case ActionType.MOVE_UP: + pos_mod = Vector(x=0, y=-1) + case ActionType.MOVE_DOWN: + pos_mod = Vector(x=0, y=1) + case ActionType.MOVE_LEFT: + pos_mod = Vector(x=-1, y=0) + case ActionType.MOVE_RIGHT: + pos_mod = Vector(x=1, y=0) + case _: # default case + return + + temp_vec: Vector = Vector.add_vectors(avatar_pos, pos_mod) + # if tile is occupied return + temp: Tile = world.game_map[temp_vec.y][temp_vec.x] + while hasattr(temp.occupied_by, 'occupied_by'): + temp: Tile = temp.occupied_by + + if temp.occupied_by is not None: + return + + temp.occupied_by = client.avatar + + # while the object that occupies tile has the occupied by attribute, escalate check for avatar + temp: Tile = world.game_map[avatar_pos.y][avatar_pos.x] + while hasattr(temp.occupied_by, 'occupied_by'): + temp = temp.occupied_by + + temp.occupied_by = None + client.avatar.position = Vector(temp_vec.x, temp_vec.y)
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/engine.html b/docs/_modules/game/engine.html new file mode 100644 index 0000000..50724b9 --- /dev/null +++ b/docs/_modules/game/engine.html @@ -0,0 +1,562 @@ + + + + + + + + game.engine - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.engine

+import importlib
+import json
+import logging
+import sys
+import threading
+import traceback
+from datetime import datetime
+
+from tqdm import tqdm
+
+from game.common.map.game_board import GameBoard
+from game.common.player import Player
+from game.config import *
+from game.controllers.master_controller import MasterController
+from game.utils.helpers import write_json_file
+from game.utils.thread import Thread, CommunicationThread
+from game.utils.validation import verify_code, verify_num_clients
+from game.client.user_client import UserClient
+
+
+
[docs]class Engine: + def __init__(self, quiet_mode=False, use_filenames_as_team_names=False): + self.clients = list() + self.master_controller = MasterController() + self.tick_number = 0 + + self.game_logs = dict() + self.world = None + self.current_world_key = None + + self.quiet_mode = quiet_mode + self.use_filenames = use_filenames_as_team_names + + # Starting point of the engine. Runs other methods then sits on top of a basic game loop until over +
[docs] def loop(self): + try: + # If quiet mode is activated, replace stdout with devnull + f = sys.stdout + if self.quiet_mode: + f = open(os.devnull, 'w') + sys.stdout = f + self.load() + self.boot() + for self.current_world_key in tqdm( + self.master_controller.game_loop_logic(), + bar_format=TQDM_BAR_FORMAT, + unit=TQDM_UNITS, + file=f): + self.pre_tick() + self.tick() + self.post_tick() + if self.tick_number >= MAX_TICKS: + break + except Exception as e: + print(f"Exception raised during runtime: {str(e)}") + print(f"{traceback.print_exc()}") + finally: + self.shutdown()
+ + # Finds, checks, and instantiates clients +
[docs] def boot(self): + # Insert path of where clients are expected to be inside where python will look + current_dir = os.getcwd() + sys.path.insert(0, current_dir) + sys.path.insert(0, f'{current_dir}/{CLIENT_DIRECTORY}') + + # Find and load clients in + for filename in os.listdir(CLIENT_DIRECTORY): + try: + filename = filename.replace('.py', '') + + # Filter out files that do not contain CLIENT_KEYWORD in their filename (located in config) + if CLIENT_KEYWORD.upper() not in filename.upper(): + continue + + # Filter out folders + if os.path.isdir(os.path.join(CLIENT_DIRECTORY, filename)): + continue + + # Otherwise, instantiate the player + player = Player() + self.clients.append(player) + + # Verify client isn't using invalid imports or opening anything + imports, opening, printing = verify_code(filename + '.py') + if len(imports) != 0: + player.functional = False + player.error = f'Player has attempted illegal imports: {imports}' + + if opening: + player.functional = False + player.error = PermissionError( + f'Player is using "open" which is forbidden.') + + # Attempt creation of the client object + obj: UserClient | None = None + try: + # Import client's code + im = importlib.import_module(f'{filename}', CLIENT_DIRECTORY) + obj = im.Client() + except Exception: + player.functional = False + player.error = str(traceback.format_exc()) + continue + + player.code = obj + thr = None + try: + # Retrieve team name + thr = CommunicationThread(player.code.team_name, list(), str) + thr.start() + thr.join(0.01) # Shouldn't take long to get a string + + if thr.is_alive(): + player.functional = False + player.error = TimeoutError( + 'Client failed to provide a team name in time.') + + if thr.error is not None: + player.functional = False + player.error = thr.error + finally: + # Note: I keep the above thread for both naming conventions to check for client errors + try: + if self.use_filenames: + player.team_name = filename + thr.retrieve_value() + else: + player.team_name = thr.retrieve_value() + except Exception as e: + player.functional = False + player.error = f"{str(e)}\n{traceback.print_exc()}" + except Exception as e: + print(f"Bad client for {filename}: exception: {e}") + print(f"{traceback.print_exc()}") + player.functional = False + + # Verify correct number of clients have connected to start + func_clients = [client for client in self.clients if client.functional] + client_num_correct = verify_num_clients(func_clients, + SET_NUMBER_OF_CLIENTS_START, + MIN_CLIENTS_START, + MAX_CLIENTS_START) + + if client_num_correct is not None: + self.shutdown(source='Client_error') + else: + # Sort clients based on name, for the client runner + self.clients.sort(key=lambda clnt: clnt.team_name, reverse=True) + # Finally, request master controller to establish clients with basic objects + if SET_NUMBER_OF_CLIENTS_START == 1: + self.master_controller.give_clients_objects(self.clients[0], self.world) + else: + self.master_controller.give_clients_objects(self.clients, self.world)
+ + # Loads in the world +
[docs] def load(self): + # Verify the log directory exists + if not os.path.exists(LOGS_DIR): + raise FileNotFoundError('Log directory not found.') + + # Verify the game map exists + if not os.path.exists(GAME_MAP_FILE): + raise FileNotFoundError('Game map not found.') + + # Delete previous logs + if os.path.exists(LOGS_FILE): + os.remove(LOGS_FILE) + + world = None + with open(GAME_MAP_FILE) as json_file: + world = json.load(json_file) + world['game_board'] = GameBoard().from_json(world['game_board']) + self.world = world
+ + # Sits on top of all actions that need to happen before the player takes their turn +
[docs] def pre_tick(self): + # Increment the tick + self.tick_number += 1 + + # Send current world information to master controller for purposes + if SET_NUMBER_OF_CLIENTS_START == 1: + self.master_controller.interpret_current_turn_data(self.clients[0], self.world, self.tick_number) + else: + self.master_controller.interpret_current_turn_data(self.clients, self.world, self.tick_number)
+ + # Does actions like lets the player take their turn and asks master controller to perform game logic +
[docs] def tick(self): + # Create list of threads to run client's code + threads = list() + for client in self.clients: + # Skip non-functional clients + if not client.functional: + continue + + # Retrieve list of arguments to pass + arguments = self.master_controller.client_turn_arguments(client, self.tick_number) + + # Create the thread, pass the arguments + thr = Thread(func=client.code.take_turn, args=arguments) + threads.append(thr) + + # Start all threads + [thr.start() for thr in threads] + + # Time and wait for clients to be done + start_time = datetime.now() + for thr in threads: + # We only want to wait a maximum of MAX_SECONDS_PER_TURN once all of the clients have started. + # However, we can't simultaneously join threads without more threads or multiprocessing. + # Solution: join one thread at a time, keep track of total running time between each join, and reduce the + # join time so it is always less than MAX_SECONDS_PER_TURN. + # Get time elapsed in microseconds + time_elapsed = datetime.now().microsecond - start_time.microsecond + # Convert to seconds + time_elapsed /= 1000000 + # Subtract value from MAX_SECONDS_PER_TURN to get time remaining + time_remaining = MAX_SECONDS_PER_TURN - time_elapsed + # Ensure value never goes negative + time_remaining = max(0.0, time_remaining) + + thr.join(time_remaining) + + # Go through each thread and check if they are still alive + for client, thr in zip(self.clients, threads): + # If thread is no longer alive, mark it as non-functional, preventing it from receiving future turns + if thr.is_alive(): + client.functional = False + client.error = TimeoutError(f'{client.id} failed to reply in time and has been dropped.') + print(client.error) + + # Also check to see if the client had created an error and save it + if thr.error is not None: + client.functional = False + client.error = thr.error + print(thr.error) + + # Verify there are enough clients to continue the game + func_clients = [client for client in self.clients if client.functional] + client_num_correct = verify_num_clients(func_clients, + SET_NUMBER_OF_CLIENTS_CONTINUE, + MIN_CLIENTS_CONTINUE, + MAX_CLIENTS_CONTINUE) + if client_num_correct is not None: + self.shutdown(source='Client_error') + + # Finally, consult master controller for game logic + if SET_NUMBER_OF_CLIENTS_START == 1: + self.master_controller.turn_logic(self.clients[0], self.tick_number) + else: + self.master_controller.turn_logic(self.clients, self.tick_number)
+ + # Does any actions that need to happen after the game logic, then creates the game log for the turn +
[docs] def post_tick(self): + # Add logs to logs list + data = None + if SET_NUMBER_OF_CLIENTS_START == 1: + data = self.master_controller.create_turn_log(self.clients[0], self.tick_number) + else: + data = self.master_controller.create_turn_log(self.clients, self.tick_number) + + threading.Thread(target=write_json_file, + args=(data, os.path.join(LOGS_DIR, f'turn_{self.tick_number:04d}.json'))).start() + + # Perform a game over check + if self.master_controller.game_over: + self.shutdown()
+ + # Attempts to safely handle an engine shutdown given any game state +
[docs] def shutdown(self, source=None): + # Write log files + write_json_file(self.game_logs, LOGS_FILE) + + # Retrieve and write results information + results_information = None + if SET_NUMBER_OF_CLIENTS_START == 1: + results_information = self.master_controller.return_final_results(self.clients[0], self.tick_number) + else: + results_information = self.master_controller.return_final_results(self.clients, self.tick_number) + + if source: + results_information['reason'] = source + + write_json_file(results_information, RESULTS_FILE) + + # Exit game + if source: + output = "\n" + for client in self.clients: + if client.error != None: + output += client.error + "\n" + print(f'\nGame has ended due to {source}: [{output}].') + + # Flush standard out + sys.stdout.flush() + + os._exit(1) + else: + print(f'\nGame has successfully ended.') + + # Flush standard out + sys.stdout.flush()
+ + # os._exit(0) + + # Debug print statement +
[docs] def debug(*args): + if Debug.level >= DebugLevel.ENGINE: + logging.basicConfig(level=logging.DEBUG) + for arg in args: + logging.debug(f'Engine: {arg}')
+
+
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+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+
+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_avatar.html b/docs/_modules/game/test_suite/tests/test_avatar.html new file mode 100644 index 0000000..b85d46f --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_avatar.html @@ -0,0 +1,324 @@ + + + + + + + + game.test_suite.tests.test_avatar - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_avatar

+import unittest
+
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.utils.vector import Vector
+
+
+
[docs]class TestAvatar(unittest.TestCase): + """ + `Test Avatar Notes:` + + This class tests the different methods in the Avatar class. + """ + +
[docs] def setUp(self) -> None: + self.avatar: Avatar = Avatar(None, 1) + self.item: Item = Item(10, 100, 1, 1)
+ + # test set item + def test_avatar_set_item(self): + self.avatar.pick_up(self.item) + self.assertEqual(self.avatar.held_item, self.item) + + def test_avatar_set_item_fail(self): + with self.assertRaises(ValueError) as e: + self.avatar.held_item = 3 + self.assertEqual(str(e.exception), 'Avatar.held_item must be an Item or None.') + + # test set score + def test_avatar_set_score(self): + self.avatar.score = 10 + self.assertEqual(self.avatar.score, 10) + + def test_avatar_set_score_fail(self): + with self.assertRaises(ValueError) as e: + self.avatar.score = 'wow' + self.assertEqual(str(e.exception), 'Avatar.score must be an int.') + + # test set position + def test_avatar_set_position(self): + self.avatar.position = Vector(10, 10) + self.assertEqual(str(self.avatar.position), str(Vector(10, 10))) + + def test_avatar_set_position_None(self): + self.avatar.position = None + self.assertEqual(self.avatar.position, None) + + def test_avatar_set_position_fail(self): + with self.assertRaises(ValueError) as e: + self.avatar.position = 10 + self.assertEqual(str(e.exception), 'Avatar.position must be a Vector or None.') + + # test json method + def test_avatar_json_with_none_item(self): + # held item will be None + self.avatar.held_item = self.avatar.inventory[0] + self.avatar.position = Vector(10, 10) + data: dict = self.avatar.to_json() + avatar: Avatar = Avatar().from_json(data) + self.assertEqual(self.avatar.object_type, avatar.object_type) + self.assertEqual(self.avatar.held_item, avatar.held_item) + self.assertEqual(str(self.avatar.position), str(avatar.position)) + + def test_avatar_json_with_item(self): + self.avatar.pick_up(Item(1, 1)) + self.avatar.position = Vector(10, 10) + data: dict = self.avatar.to_json() + avatar: Avatar = Avatar().from_json(data) + self.assertEqual(self.avatar.object_type, avatar.object_type) + self.assertEqual(self.avatar.held_item.object_type, avatar.held_item.object_type) + self.assertEqual(self.avatar.held_item.value, avatar.held_item.value) + self.assertEqual(self.avatar.held_item.durability, avatar.held_item.durability) + self.assertEqual(self.avatar.position.object_type, avatar.position.object_type) + self.assertEqual(str(self.avatar.position), str(avatar.position))
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_avatar_inventory.html b/docs/_modules/game/test_suite/tests/test_avatar_inventory.html new file mode 100644 index 0000000..85c1e30 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_avatar_inventory.html @@ -0,0 +1,387 @@ + + + + + + + + game.test_suite.tests.test_avatar_inventory - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_avatar_inventory

+import unittest
+
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+
+
+
[docs]class TestAvatarInventory(unittest.TestCase): + """ + `Test Avatar Inventory Notes:` + + This class tests the different methods in the Avatar class related to the inventory system. This is its own + file since the inventory system has a lot of functionality. Look extensively at the different cases that are + tested to better understand how it works if there is still confusion. + """ + +
[docs] def setUp(self) -> None: + self.avatar: Avatar = Avatar(None, 1) + self.item: Item = Item(10, 100, 1, 1)
+ + # test set inventory + def test_avatar_set_inventory(self): + self.avatar.inventory = [Item(1, 1)] + self.assertEqual(self.avatar.inventory[0].value, Item(1, 1).value) + + # fails if inventory is not a list + def test_avatar_set_inventory_fail_1(self): + with self.assertRaises(ValueError) as e: + self.avatar.inventory = 'Fail' + self.assertEqual(str(e.exception), 'Avatar.inventory must be a list of Items.') + + # fails if inventory size is greater than the max_inventory_size + def test_avatar_set_inventory_fail_2(self): + with self.assertRaises(ValueError) as e: + self.avatar.inventory = [Item(1, 1), Item(4, 2)] + self.assertEqual(str(e.exception), 'Avatar.inventory size must be less than or equal to max_inventory_size') + + def test_avatar_set_max_inventory_size(self): + self.avatar.max_inventory_size = 10 + self.assertEqual(str(self.avatar.max_inventory_size), str(10)) + + def test_avatar_set_max_inventory_size_fail(self): + with self.assertRaises(ValueError) as e: + self.avatar.max_inventory_size = 'Fail' + self.assertEqual(str(e.exception), 'Avatar.max_inventory_size must be an int.') + + # Tests picking up an item + def test_avatar_pick_up(self): + self.avatar.pick_up(self.item) + self.assertEqual(self.avatar.inventory[0], self.item) + + # Tests that picking up an item successfully returns None + def test_avatar_pick_up_return_none(self): + returned: Item | None = self.avatar.pick_up(self.item) + self.assertEqual(returned, None) + + # Tests that picking up an item of one that already exists in the inventory works + def test_avatar_pick_up_extra(self): + item1: Item = Item(10, None, 1, 3) + item2: Item = Item(10, None, 1, 3) + item3: Item = Item(10, None, 1, 3) + self.avatar.pick_up(item1) + self.avatar.pick_up(item2) + self.avatar.pick_up(item3) + self.assertEqual(self.avatar.held_item.quantity, 3) + + # Tests that picking up an item that would cause a surplus doesn't cause quantity to go over stack_size + def test_avatar_pick_up_surplus(self): + item1: Item = Item(10, None, 2, 3) + item2: Item = Item(10, None, 1, 3) + item3: Item = Item(10, None, 3, 3) + self.avatar.pick_up(item1) + self.avatar.pick_up(item2) + surplus: Item = self.avatar.pick_up(item3) + self.assertEqual(self.avatar.held_item.quantity, 3) + self.assertEqual(surplus, item3) + + # Tests when an item is being taken away +
[docs] def test_take(self): + """ + `Take method test:` + When this test is performed, it works properly, but because the Item class is used and is very generic, it + may not seem to be the case. However, it does work in the end. The first item in the inventory has its + quantity decrease to 2 after the take method is executed. Then, the helper method, clean_inventory, + consolidates all similar Items with each other. This means that inventory[1] will add its quantity to + inventory[0], making it have a quantity of 5; inventory[1] now has a quantity of 4 instead of 7. Then, + inventory[2] will add its quantity to inventory[1], making it have a quantity of 7; inventory[2] now has a + quantity of 7. + + ----- + + To recap: + When the take method is used, it will work properly with more specific Item classes being created to + consolidate the same Item object types together + + ----- + + When more subclasses of Item are created, more specific tests can be created if needed. + """ + + self.avatar: Avatar = Avatar(None, 3) + self.avatar.inventory = [Item(quantity=5, stack_size=5), Item(quantity=7, stack_size=7), + Item(quantity=10, stack_size=10)] + taken = self.avatar.take(Item(quantity=3, stack_size=3)) + + self.assertEqual(taken, None) + self.assertEqual(self.avatar.inventory[2].quantity, 7)
+ + # Tests when the None value is being taken away + def test_take_none(self): + taken = self.avatar.take(None) + self.assertEqual(taken, None) + + def test_take_fail(self): + self.avatar: Avatar = Avatar(None, 3) + self.avatar.inventory = [Item(quantity=5, stack_size=5), Item(quantity=7, stack_size=7), + Item(quantity=10, stack_size=10)] + with self.assertRaises(ValueError) as e: + taken = self.avatar.take('') + self.assertEqual(str(e.exception), 'str is not of type Item.') + + # Tests picking up an item and failing + def test_avatar_pick_up_full_inventory(self): + self.avatar.pick_up(self.item) + + # Pick up again to test + returned: Item | None = self.avatar.pick_up(self.item) + self.assertEqual(returned, self.item) + + # Tests dropping the held item + def test_avatar_drop_held_item(self): + self.avatar.pick_up(self.item) + held_item = self.avatar.drop_held_item() + self.assertEqual(held_item, self.item) + + def test_avatar_drop_held_item_none(self): + held_item = self.avatar.drop_held_item() + self.assertEqual(held_item, None)
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_example.html b/docs/_modules/game/test_suite/tests/test_example.html new file mode 100644 index 0000000..dc43d9a --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_example.html @@ -0,0 +1,304 @@ + + + + + + + + game.test_suite.tests.test_example - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_example

+# This is a quick example test file to show you the basics.
+# Always remember to add the proper details to the __init__.py file in the 'tests' folder
+# to insure your tests are run.
+
+import unittest
+
+
+
[docs]class TestExample(unittest.TestCase): # Your test class is a subclass of unittest.Testcase, this is important + """ + `Test Example Notes:` + + This is a mock test class to model tests after. + The setUp method MUST be in camel-case for every test file. Everything else can be in snake_case as normal. + + The command to run tests is: + ``python -m game.test_suite.runner`` + """ + +
[docs] def setUp(self): # This method is used to set up anything you wish to test prior to every test method below. + self.d = { # Here I'm just setting up a quick dictionary for example. + "string": "Hello World!", + # Any changes made to anything built in setUp DO NOT carry over to later test methods + "array": [1, 2, 3, 4, 5], + "integer": 42, + "bool": False + }
+ + def test_dict_array(self): # Test methods should always start with the word 'test' + a = self.d["array"] + self.assertEqual(a, [1, 2, 3, 4, 5]) # The heart of a test method are assertions + self.assertEqual(a[2], 3) # These methods take two arguments and compare them to one another + self.assertIn(5, a) # There are loads of them, and they're all very useful + + def test_dict_string(self): + s = self.d["string"] + self.assertIn("Hello", s) + self.assertNotEqual("Walkin' on the Sun", s) + + def test_dict_integer(self): + i = self.d["integer"] + self.assertGreater(50, i) + self.assertAlmostEqual(i, 42.00000001) # Checks within 7 decimal points + + def test_dict_bool(self): + b = self.d["bool"] + self.assertFalse(b) + self.assertEqual(b, False)
+ + # This is just the very basics of how to set up a test file + # For more info: https://docs.python.org/3/library/unittest.html + + +if __name__ == '__main__': + unittest.main +
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_game_board.html b/docs/_modules/game/test_suite/tests/test_game_board.html new file mode 100644 index 0000000..a418bd5 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_game_board.html @@ -0,0 +1,361 @@ + + + + + + + + game.test_suite.tests.test_game_board - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_game_board

+import unittest
+
+from game.common.enums import ObjectType
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.map.tile import Tile
+from game.common.map.wall import Wall
+from game.utils.vector import Vector
+from game.common.game_object import GameObject
+from game.common.map.game_board import GameBoard
+
+
+
[docs]class TestGameBoard(unittest.TestCase): + """ + `Test Gameboard Notes:` + + This class tests the different methods in the Gameboard class. This file is worthwhile to look at to understand + the GamebBoard class better if there is still confusion on it. + + *This class tests the Gameboard specifically when the map is generated.* + """ + +
[docs] def setUp(self) -> None: + self.item: Item = Item(10, None) + self.wall: Wall = Wall() + self.avatar: Avatar = Avatar(Vector(5, 5)) + self.locations: dict[tuple[Vector]:list[GameObject]] = { + (Vector(1, 1),): [Station(None)], + (Vector(1, 2), Vector(1, 3)): [OccupiableStation(self.item), Station(None)], + (Vector(2, 2), Vector(2, 3)): [OccupiableStation(self.item), OccupiableStation(self.item), OccupiableStation(self.item), OccupiableStation(self.item)], + (Vector(3, 1), Vector(3, 2), Vector(3, 3)): [OccupiableStation(self.item), Station(None)], + (Vector(5, 5),): [self.avatar], + (Vector(5, 6),): [self.wall] + } + self.game_board: GameBoard = GameBoard(1, Vector(10, 10), self.locations, False) + self.game_board.generate_map()
+ + # test that seed cannot be set after generate_map + def test_seed_fail(self): + with self.assertRaises(RuntimeError) as e: + self.game_board.seed = 20 + self.assertEqual(str(e.exception), 'GameBoard variables cannot be changed once generate_map is run.') + + # test that map_size cannot be set after generate_map + def test_map_size_fail(self): + with self.assertRaises(RuntimeError) as e: + self.game_board.map_size = Vector(1, 1) + self.assertEqual(str(e.exception), 'GameBoard variables cannot be changed once generate_map is run.') + + # test that locations cannot be set after generate_map + def test_locations_fail(self): + with self.assertRaises(RuntimeError) as e: + self.game_board.locations = self.locations + self.assertEqual(str(e.exception), 'GameBoard variables cannot be changed once generate_map is run.') + + # test that locations raises RuntimeError even with incorrect data type + def test_locations_incorrect_fail(self): + with self.assertRaises(RuntimeError) as e: + self.game_board.locations = Vector(1, 1) + self.assertEqual(str(e.exception), 'GameBoard variables cannot be changed once generate_map is run.') + + # test that walled cannot be set after generate_map + def test_walled_fail(self): + with self.assertRaises(RuntimeError) as e: + self.game_board.walled = False + self.assertEqual(str(e.exception), 'GameBoard variables cannot be changed once generate_map is run.') + + # test that get_objects works correctly with stations + def test_get_objects_station(self): + stations: list[tuple[Vector, list[Station]]] = self.game_board.get_objects(ObjectType.STATION) + self.assertTrue(all(map(lambda station: isinstance(station[1][0], Station), stations))) + self.assertEqual(len(stations), 3) + + # test that get_objects works correctly with occupiable stations + def test_get_objects_occupiable_station(self): + occupiable_stations: list[tuple[Vector, list[OccupiableStation]]] = self.game_board.get_objects(ObjectType.OCCUPIABLE_STATION) + self.assertTrue( + all(map(lambda occupiable_station: isinstance(occupiable_station[1][0], OccupiableStation), occupiable_stations))) + objects_stacked = [x[1] for x in occupiable_stations] + objects_unstacked = [x for xs in objects_stacked for x in xs] + self.assertEqual(len(objects_unstacked), 6) + + def test_get_objects_occupiable_station_2(self): + occupiable_stations: list[tuple[Vector, list[OccupiableStation]]] = self.game_board.get_objects(ObjectType.OCCUPIABLE_STATION) + self.assertTrue(any(map(lambda vec_list: len(vec_list[1]) == 3, occupiable_stations))) + objects_stacked = [x[1] for x in occupiable_stations] + objects_unstacked = [x for xs in objects_stacked for x in xs] + self.assertEqual(len(objects_unstacked), 6) + + # test that get_objects works correctly with avatar + def test_get_objects_avatar(self): + avatars: list[tuple[Vector, list[Avatar]]] = self.game_board.get_objects(ObjectType.AVATAR) + self.assertTrue(all(map(lambda avatar: isinstance(avatar[1][0], Avatar), avatars))) + self.assertEqual(len(avatars), 1) + + # test that get_objects works correctly with walls + def test_get_objects_wall(self): + walls: list[tuple[Vector, list[Wall]]] = self.game_board.get_objects(ObjectType.WALL) + self.assertTrue(all(map(lambda wall: isinstance(wall[1][0], Wall), walls))) + self.assertEqual(len(walls), 1) + + # test json method + def test_game_board_json(self): + data: dict = self.game_board.to_json() + temp: GameBoard = GameBoard().from_json(data) + for (k, v), (x, y) in zip(self.locations.items(), temp.locations.items()): + for (i, j), (a, b) in zip(zip(k, v), zip(x, y)): + self.assertEqual(i.object_type, a.object_type) + self.assertEqual(j.object_type, b.object_type)
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_game_board_no_gen.html b/docs/_modules/game/test_suite/tests/test_game_board_no_gen.html new file mode 100644 index 0000000..5104f96 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_game_board_no_gen.html @@ -0,0 +1,350 @@ + + + + + + + + game.test_suite.tests.test_game_board_no_gen - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_game_board_no_gen

+import unittest
+
+from game.common.enums import ObjectType
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.map.tile import Tile
+from game.common.map.wall import Wall
+from game.utils.vector import Vector
+from game.common.game_object import GameObject
+from game.common.map.game_board import GameBoard
+
+
+
[docs]class TestGameBoard(unittest.TestCase): + """ + `Test Gameboard Without Generation Notes:` + + This class tests the different methods in the Gameboard class when the map is *not* generated. + """ + """ + `Test Avatar Notes:` + + This class tests the different methods in the Avatar class. + """ +
[docs] def setUp(self) -> None: + self.item: Item = Item(10, None) + self.wall: Wall = Wall() + self.avatar: Avatar = Avatar(Vector(5, 5)) + self.locations: dict[tuple[Vector]:list[GameObject]] = { + (Vector(1, 1),): [Station(None)], + (Vector(1, 2), Vector(1, 3)): [OccupiableStation(self.item), Station(None)], + (Vector(5, 5),): [self.avatar], + (Vector(5, 6),): [self.wall] + } + self.game_board: GameBoard = GameBoard(1, Vector(10, 10), self.locations, False)
+ + # test seed + def test_seed(self): + self.game_board.seed = 2 + self.assertEqual(self.game_board.seed, 2) + + def test_seed_fail(self): + with self.assertRaises(ValueError) as e: + self.game_board.seed = "False" + self.assertEqual(str(e.exception), 'GameBoard.seed must be an integer or None.') + + # test map_size + def test_map_size(self): + self.game_board.map_size = Vector(12, 12) + self.assertEqual(str(self.game_board.map_size), str(Vector(12, 12))) + + def test_map_size_fail(self): + with self.assertRaises(ValueError) as e: + self.game_board.map_size = "wow" + self.assertEqual(str(e.exception), 'GameBoard.map_size must be a Vector.') + + # test locations + def test_locations(self): + self.locations = { + (Vector(1, 1),): [self.avatar], + (Vector(1, 2), Vector(1, 3)): [OccupiableStation(self.item), Station(None)], + (Vector(5, 5),): [Station(None)], + (Vector(5, 6),): [self.wall] + } + self.game_board.locations = self.locations + self.assertEqual(str(self.game_board.locations), str(self.locations)) + + def test_locations_fail_type(self): + with self.assertRaises(ValueError) as e: + self.game_board.locations = "wow" + self.assertEqual(str(e.exception), 'Locations must be a dict. The key must be a tuple of Vector Objects, ' + 'and the value a list of GameObject.') + + # test walled + def test_walled(self): + self.game_board.walled = True + self.assertEqual(self.game_board.walled, True) + + def test_walled_fail(self): + with self.assertRaises(ValueError) as e: + self.game_board.walled = "wow" + self.assertEqual(str(e.exception), 'GameBoard.walled must be a bool.') + + # test json method + def test_game_board_json(self): + data: dict = self.game_board.to_json() + temp: GameBoard = GameBoard().from_json(data) + for (k, v), (x, y) in zip(self.locations.items(), temp.locations.items()): + for (i, j), (a, b) in zip(zip(k, v), zip(x, y)): + self.assertEqual(i.object_type, a.object_type) + self.assertEqual(j.object_type, b.object_type) + + def test_generate_map(self): + self.game_board.generate_map() + self.assertEqual(self.game_board.game_map[1][1].occupied_by.object_type, ObjectType.STATION) + self.assertEqual(self.game_board.game_map[2][1].occupied_by.object_type, ObjectType.OCCUPIABLE_STATION) + self.assertEqual(self.game_board.game_map[3][1].occupied_by.object_type, ObjectType.STATION) + self.assertEqual(self.game_board.game_map[5][5].occupied_by.object_type, ObjectType.AVATAR) + self.assertEqual(self.game_board.game_map[6][5].occupied_by.object_type, ObjectType.WALL)
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
+
+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_initialization.html b/docs/_modules/game/test_suite/tests/test_initialization.html new file mode 100644 index 0000000..ddb07e7 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_initialization.html @@ -0,0 +1,288 @@ + + + + + + + + game.test_suite.tests.test_initialization - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_initialization

+import unittest
+
+from game.common.enums import ObjectType
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.map.tile import Tile
+from game.common.map.wall import Wall
+from game.utils.vector import Vector
+
+
+
[docs]class TestInitialization(unittest.TestCase): + """ + `Test Avatar Notes:` + + This class tests the instantiation of different Objects within the project. Recall that every new class created + needs a respective ObjectType enum created for it. + """ + +
[docs] def setUp(self) -> None: + self.item: Item = Item(10, 100) + self.avatar: Avatar = Avatar(None) + self.station: Station = Station(None) + self.occupiable_station: OccupiableStation = OccupiableStation(None, None) + self.tile: Tile = Tile(None) + self.wall: Wall = Wall() + self.vector: Vector = Vector()
+ + # tests that all objects have the correct ObjectType + def test_object_init(self): + self.assertEqual(self.item.object_type, ObjectType.ITEM) + self.assertEqual(self.avatar.object_type, ObjectType.AVATAR) + self.assertEqual(self.station.object_type, ObjectType.STATION) + self.assertEqual(self.occupiable_station.object_type, ObjectType.OCCUPIABLE_STATION) + self.assertEqual(self.tile.object_type, ObjectType.TILE) + self.assertEqual(self.wall.object_type, ObjectType.WALL) + self.assertEqual(self.vector.object_type, ObjectType.VECTOR)
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_interact_controller.html b/docs/_modules/game/test_suite/tests/test_interact_controller.html new file mode 100644 index 0000000..1e8b2c7 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_interact_controller.html @@ -0,0 +1,317 @@ + + + + + + + + game.test_suite.tests.test_interact_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_interact_controller

+import unittest
+
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.controllers.interact_controller import InteractController
+from game.common.map.game_board import GameBoard
+from game.utils.vector import Vector
+from game.common.map.wall import Wall
+from game.common.stations.station import Station
+from game.common.stations.station_example import StationExample
+from game.common.stations.station_receiver_example import StationReceiverExample
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.stations.occupiable_station_example import OccupiableStationExample
+from game.common.game_object import GameObject
+from game.common.action import ActionType
+from game.common.player import Player
+from game.common.enums import ObjectType
+
+
+
[docs]class TestInteractController(unittest.TestCase): + """ + `Test Avatar Notes:` + + This class tests the different methods in the InteractController class. + """ + +
[docs] def setUp(self) -> None: + self.interact_controller: InteractController = InteractController() + self.item: Item = Item(10, None) + self.wall: Wall = Wall() + self.occupiable_station: OccupiableStation = OccupiableStation(self.item) + self.station_example: StationExample = StationExample(self.item) + self.occupiable_station_example = OccupiableStationExample(self.item) + self.avatar: Avatar = Avatar(Vector(5, 5)) + self.locations: dict[tuple[Vector]:list[GameObject]] = { + (Vector(1, 1),): [Station(None)], + (Vector(5, 4),): [self.occupiable_station_example], + (Vector(6, 5),): [self.station_example], + (Vector(4, 5),): [StationReceiverExample()], + (Vector(5, 5),): [self.avatar], + (Vector(5, 6),): [self.wall] + } + self.game_board: GameBoard = GameBoard(1, Vector(10, 10), self.locations, False) + self.player: Player = Player(None, None, [], self.avatar) + self.game_board.generate_map()
+ + # interact and pick up nothing + def test_interact_nothing(self): + self.interact_controller.handle_actions(ActionType.INTERACT_DOWN, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, None) + + # interact and pick up from an occupiable_station + def test_interact_item_occupiable_station(self): + self.interact_controller.handle_actions(ActionType.INTERACT_UP, self.player, self.game_board) + self.assertEqual(self.avatar.inventory[0].object_type, ObjectType.ITEM) + + # interact and pick up from a station + def test_interact_item_station(self): + self.interact_controller.handle_actions(ActionType.INTERACT_RIGHT, self.player, self.game_board) + self.assertEqual(self.avatar.inventory[0].object_type, ObjectType.ITEM) + + # interact and get item then dump item + def test_interact_dump_item(self): + self.interact_controller.handle_actions(ActionType.INTERACT_RIGHT, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.item) + self.interact_controller.handle_actions(ActionType.INTERACT_LEFT, self.player, self.game_board) + self.assertTrue(all(map(lambda x: x is None, self.avatar.inventory)))
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_inventory_controller.html b/docs/_modules/game/test_suite/tests/test_inventory_controller.html new file mode 100644 index 0000000..1ef6bb3 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_inventory_controller.html @@ -0,0 +1,360 @@ + + + + + + + + game.test_suite.tests.test_inventory_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_inventory_controller

+import unittest
+
+from game.common.enums import *
+from game.common.avatar import Avatar
+from game.common.player import Player
+from game.common.items.item import Item
+from game.controllers.inventory_controller import InventoryController
+from game.common.map.game_board import GameBoard
+
+
+
[docs]class TestInventoryController(unittest.TestCase): + """ + `Test Inventory Controller Notes:` + + This class tests the different methods in the Avatar class' inventory. + """ + +
[docs] def setUp(self) -> None: + self.inventory_controller: InventoryController = InventoryController() + self.item: Item = Item() + self.avatar: Avatar = Avatar(max_inventory_size=10) + + self.inventory: [Item] = [Item(1), Item(2), Item(3), Item(4), Item(5), Item(6), Item(7), Item(8), + Item(9), Item(10)] + + self.avatar.inventory = self.inventory + self.player: Player = Player(avatar=self.avatar) + self.game_board: GameBoard = GameBoard()
+ + # Testing accessing the right Item with the controller + def test_select_slot_0(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_0, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[0]) + self.check_inventory_item() + + def test_select_slot_1(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_1, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[1]) + self.check_inventory_item() + + def test_select_slot_2(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_2, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[2]) + self.check_inventory_item() + + def test_select_slot_3(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_3, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[3]) + self.check_inventory_item() + + def test_select_slot_4(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_4, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[4]) + self.check_inventory_item() + + def test_select_slot_5(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_5, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[5]) + self.check_inventory_item() + + def test_select_slot_6(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_6, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[6]) + self.check_inventory_item() + + def test_select_slot_7(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_7, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[7]) + self.check_inventory_item() + + def test_select_slot_8(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_8, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[8]) + self.check_inventory_item() + + def test_select_slot_9(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_9, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.inventory[9]) + self.check_inventory_item() + + # Testing using the inventory controller with the wrong ActionType + def test_with_wrong_action_type(self): + self.inventory_controller.handle_actions(ActionType.MOVE_LEFT, self.player, self.game_board) + self.assertEqual(self.avatar.held_item, self.avatar.inventory[0]) + self.check_inventory_item() + + # Tests accessing a slot of the inventory given an enum that's out of bounds + def test_with_out_of_bounds(self): + with self.assertRaises(IndexError) as e: + self.inventory: [Item] = [Item(1), Item(2), Item(3), Item(4), Item(5)] + self.avatar.max_inventory_size = 5 + self.avatar.inventory = self.inventory + self.player: Player = Player(avatar=self.avatar) + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_9, self.player, self.game_board) + self.assertEqual(str(e.exception), 'The given action type, SELECT_SLOT_9, is not within bounds of the given ' + 'inventory of size 5. Select an ActionType enum ' + 'that will be within the inventory\'s bounds.') + + def check_inventory_item(self): + # Test to make sure that the inventory hasn't shifted items + self.assertEqual(self.avatar.inventory[0].value, 1) + self.assertEqual(self.avatar.inventory[1].value, 2) + self.assertEqual(self.avatar.inventory[2].value, 3) + self.assertEqual(self.avatar.inventory[3].value, 4) + self.assertEqual(self.avatar.inventory[4].value, 5) + self.assertEqual(self.avatar.inventory[5].value, 6) + self.assertEqual(self.avatar.inventory[6].value, 7) + self.assertEqual(self.avatar.inventory[7].value, 8) + self.assertEqual(self.avatar.inventory[8].value, 9) + self.assertEqual(self.avatar.inventory[9].value, 10)
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
+
+ +
+
+ +
+
+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_item.html b/docs/_modules/game/test_suite/tests/test_item.html new file mode 100644 index 0000000..76ad042 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_item.html @@ -0,0 +1,364 @@ + + + + + + + + game.test_suite.tests.test_item - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_item

+import unittest
+
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.common.enums import ObjectType
+
+
+
[docs]class TestItem(unittest.TestCase): + """ + `Test Item Notes:` + + This class tests the different methods in the Item class. + """ + +
[docs] def setUp(self) -> None: + self.avatar: Avatar = Avatar(None, 1) + self.item: Item = Item()
+ + # test set durability + def test_set_durability(self): + self.item.durability = 10 + self.assertEqual(self.item.durability, 10) + + def test_set_durability_none(self): + self.item.durability = None + self.assertEqual(self.item.durability, None) + + def test_set_durability_fail(self): + with self.assertRaises(ValueError) as e: + self.item.durability = 'fail' + self.assertEqual(str(e.exception), 'Item.durability must be an int or None.') + + def test_set_durability_stack_size_fail(self): + with self.assertRaises(ValueError) as e: + self.item = Item(10, None, 10, 10) + self.item.durability = 19 + self.assertEqual(str(e.exception), 'Item.durability must be set to None if stack_size is not equal to 1.') + + # test set value + def test_set_value(self): + self.item.value = 10 + self.assertEqual(self.item.value, 10) + + def test_set_value_fail(self): + with self.assertRaises(ValueError) as e: + self.item.value = 'fail' + self.assertEqual(str(e.exception), 'Item.value must be an int.') + + # test set quantity + def test_set_quantity(self): + self.item = Item(10, None, 10, 10) + self.item.quantity = 5 + self.assertEqual(self.item.quantity, 5) + + def test_set_quantity_fail(self): + with self.assertRaises(ValueError) as e: + self.item.quantity = 'fail' + self.assertEqual(str(e.exception), 'Item.quantity must be an int.') + + def test_set_quantity_fail_greater_than_0(self): + with self.assertRaises(ValueError) as e: + self.item.quantity = -1 + self.assertEqual(str(e.exception), 'Item.quantity must be greater than or equal to 0.') + + def test_set_quantity_fail_stack_size(self): + with self.assertRaises(ValueError) as e: + self.item.quantity = 10 + self.item.stack_size = 1 + self.assertEqual(str(e.exception), 'Item.quantity cannot be greater than Item.stack_size') + + def test_stack_size(self): + self.item = Item(10, None, 10, 10) + self.assertEqual(self.item.quantity, 10) + + def test_stack_size_fail(self): + with self.assertRaises(ValueError) as e: + self.item.stack_size = 'fail' + self.assertEqual(str(e.exception), 'Item.stack_size must be an int.') + + def test_stack_size_fail_quantity(self): + # value, durability, quantity, stack size + with self.assertRaises(ValueError) as e: + item: Item = Item(10, None, 10, 10) + item.stack_size = 5 + self.assertEqual(str(e.exception), 'Item.stack_size must be greater than or equal to the quantity.') + + def test_pick_up(self): + # value, durability, quantity, stack size + item: Item = Item(10, None, 2, 10) + self.item = Item(10, None, 1, 10) + self.item.pick_up(item) + self.assertEqual(self.item.quantity, 3) + + def test_pick_up_wrong_object_type(self): + item: Item = Item(10, 10, 1, 1) + item.object_type = ObjectType.PLAYER + self.item = Item(10, 10, 1, 1) + self.item = self.item.pick_up(item) + self.assertEqual(self.item.object_type, item.object_type) + + def test_pick_up_surplus(self): + item: Item = Item(10, None, 10, 10) + self.item = Item(10, None, 9, 10) + surplus: Item = self.item.pick_up(item) + self.assertEqual(surplus.quantity, 9) + + def test_item_json(self): + data: dict = self.item.to_json() + item: Item = Item().from_json(data) + self.assertEqual(self.item.object_type, item.object_type) + self.assertEqual(self.item.value, item.value) + self.assertEqual(self.item.stack_size, item.stack_size) + self.assertEqual(self.item.durability, item.durability) + self.assertEqual(self.item.quantity, item.quantity)
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
+
+ +
+
+ +
+
+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_master_controller.html b/docs/_modules/game/test_suite/tests/test_master_controller.html new file mode 100644 index 0000000..d675230 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_master_controller.html @@ -0,0 +1,268 @@ + + + + + + + + game.test_suite.tests.test_master_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_master_controller

+import unittest
+
+from game.controllers.master_controller import MasterController
+from game.controllers.movement_controller import MovementController
+from game.controllers.interact_controller import InteractController
+
+
+
[docs]class TestMasterController(unittest.TestCase): + """ + `Test Master Controller Notes:` + + Add tests to this class to tests any new functionality added to the Master Controller. + """ + +
[docs] def setUp(self) -> None: + self.master_controller = MasterController()
+ + +
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
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+ +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_movement_controller.html b/docs/_modules/game/test_suite/tests/test_movement_controller.html new file mode 100644 index 0000000..4f104aa --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_movement_controller.html @@ -0,0 +1,299 @@ + + + + + + + + game.test_suite.tests.test_movement_controller - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_movement_controller

+import unittest
+
+from game.common.map.game_board import GameBoard
+from game.controllers.movement_controller import MovementController
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.map.wall import Wall
+from game.utils.vector import Vector
+from game.common.player import Player
+from game.common.action import ActionType
+from game.common.avatar import Avatar
+from game.common.game_object import GameObject
+
+
+
[docs]class TestMovementControllerIfWall(unittest.TestCase): + """ + `Test Movement Controller if Wall Notes:` + + This class tests the Movement Controller *specifically* for when there are walls -- or other impassable + objects -- near the Avatar. + """ + +
[docs] def setUp(self) -> None: + self.movement_controller = MovementController() + self.avatar = Avatar(Vector(2, 2), 1) + self.locations: dict[tuple[Vector]: list[GameObject]] = { + (Vector(2, 2),): [self.avatar] + } + self.game_board = GameBoard(0, Vector(4, 4), self.locations, False) + # test movements up, down, left and right by starting with default 3,3 then know if it changes from there \/ + self.client = Player(None, None, [], self.avatar) + self.game_board.generate_map()
+ + # if there is a wall + def test_move_up(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) + + def test_move_down(self): + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 3))) + + def test_move_left(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + def test_move_right(self): + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(3, 2)))
+
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ +
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+ +
+
+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_movement_controller_if_occupiable_station_is_occupiable.html b/docs/_modules/game/test_suite/tests/test_movement_controller_if_occupiable_station_is_occupiable.html new file mode 100644 index 0000000..3aa7459 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_movement_controller_if_occupiable_station_is_occupiable.html @@ -0,0 +1,308 @@ + + + + + + + + game.test_suite.tests.test_movement_controller_if_occupiable_station_is_occupiable - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_movement_controller_if_occupiable_station_is_occupiable

+import unittest
+
+from game.common.action import ActionType
+from game.common.avatar import Avatar
+from game.common.map.game_board import GameBoard
+from game.common.map.wall import Wall
+from game.common.player import Player
+from game.common.stations.occupiable_station import OccupiableStation
+from game.controllers.movement_controller import MovementController
+from game.utils.vector import Vector
+from game.common.stations.station import Station
+
+
+
[docs]class TestMovementControllerIfOccupiableStationIsOccupiable(unittest.TestCase): + """ + `Test Movement Controller if Occupiable Stations are Occupiable Notes:` + + This class tests the different methods in the Movement Controller class and the Avatar moving onto Occupiable + Stations so that the Avatar can occupy it. + """ + +
[docs] def setUp(self) -> None: + self.movement_controller = MovementController() + + # (1, 0), (2, 0), (0, 1), (0, 2), (1, 3), (2, 3), (3, 1), (3, 2) + self.locations: dict = { + (Vector(1, 0), Vector(2, 0), Vector(0, 1), Vector(0, 2)): [OccupiableStation(None, None), + OccupiableStation(None, None), + OccupiableStation(None, None), + OccupiableStation(None, None)]} + self.game_board = GameBoard(0, Vector(3, 3), self.locations, False) + self.occ_station = OccupiableStation() + self.occ_station = OccupiableStation() + # self.wall = Wall() + # test movements up, down, left and right by starting with default 3,3 then know if it changes from there \/ + self.avatar = Avatar(None, Vector(1, 1), [], 1) + self.client = Player(None, None, [], self.avatar) + self.game_board.generate_map()
+ + +def test_move_up(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 0))) + + +def test_move_down(self): + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + +def test_move_left(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(0, 1))) + + +def test_move_right(self): + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) +
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_movement_controller_if_occupiable_stations.html b/docs/_modules/game/test_suite/tests/test_movement_controller_if_occupiable_stations.html new file mode 100644 index 0000000..790a425 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_movement_controller_if_occupiable_stations.html @@ -0,0 +1,338 @@ + + + + + + + + game.test_suite.tests.test_movement_controller_if_occupiable_stations - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_movement_controller_if_occupiable_stations

+import unittest
+
+from game.common.action import ActionType
+from game.common.avatar import Avatar
+from game.common.map.game_board import GameBoard
+from game.common.map.wall import Wall
+from game.common.player import Player
+from game.common.stations.occupiable_station import OccupiableStation
+from game.controllers.movement_controller import MovementController
+from game.utils.vector import Vector
+from game.common.stations.station import Station
+
+
+
[docs]class TestMovementControllerIfOccupiableStations(unittest.TestCase): + """ + `Test Movement Controller with Occupiable Stations that are Occupied Notes:` + + This class tests the different methods in the Movement Controller and that the Avatar can't move onto an + Occupiable Station that is occupied by an unoccupiable object (e.g., a Wall or Station object). + """ + +
[docs] def setUp(self) -> None: + self.movement_controller = MovementController() + + # (1, 0), (2, 0), (0, 1), (0, 2), (1, 3), (2, 3), (3, 1), (3, 2) + self.locations: dict = {(Vector(1, 0), Vector(2, 0), Vector(0, 1), Vector(0, 2), Vector(1, 3), Vector(2, 3), + Vector(3, 1), Vector(3, 2)): [OccupiableStation(None, Wall()), + OccupiableStation(None, Wall()), + OccupiableStation(None, Wall()), + OccupiableStation(None, Wall()), + OccupiableStation(None, Wall()), + OccupiableStation(None, Wall()), + OccupiableStation(None, Wall()), + OccupiableStation(None, Station())]} + self.game_board = GameBoard(0, Vector(4, 4), self.locations, False) + self.occ_station = OccupiableStation() + self.occ_station = OccupiableStation() + # self.wall = Wall() + # test movements up, down, left and right by starting with default 3,3 then know if it changes from there \/ + self.avatar = Avatar(None, Vector(2, 2), [], 1) + self.client = Player(None, None, [], self.avatar) + self.game_board.generate_map()
+ + # it is not occupied, so you can move there + + +def test_move_up(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) + + +def test_move_up_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) + + +def test_move_down(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + +def test_move_down_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + +def test_move_left(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + +def test_move_left_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + +def test_move_right(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + +def test_move_right_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) +
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_movement_controller_if_stations.html b/docs/_modules/game/test_suite/tests/test_movement_controller_if_stations.html new file mode 100644 index 0000000..cecc429 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_movement_controller_if_stations.html @@ -0,0 +1,320 @@ + + + + + + + + game.test_suite.tests.test_movement_controller_if_stations - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_movement_controller_if_stations

+import unittest
+
+from game.controllers.movement_controller import MovementController
+from game.common.map.game_board import GameBoard
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.map.wall import Wall
+from game.utils.vector import Vector
+from game.common.player import Player
+from game.common.avatar import Avatar
+from game.common.action import ActionType
+from game.common.game_object import GameObject
+
+
+
[docs]class TestMovementControllerIfStations(unittest.TestCase): + """ + `Test Movement Controller with Stations Notes:` + + This class tests the different methods in the Movement Controller and that the Avatar can't move onto a Station + object (an example of an impassable object). + """ + +
[docs] def setUp(self) -> None: + self.movement_controller = MovementController() + # (1, 0), (2, 0), (0, 1), (0, 2), (1, 3), (2, 3), (3, 1), (3, 2) + self.locations: dict = {(Vector(1, 0), Vector(2, 0), Vector(0, 1), Vector(0, 2), Vector(1, 3), Vector(2, 3), + Vector(3, 1), Vector(3, 2)): [Station(None), Station(None), Station(None), + Station(None), Station(None), Station(None), + Station(None), Station(None)]} + + self.occ_station = OccupiableStation() + self.game_board = GameBoard(0, Vector(4, 4), self.locations, True) + self.wall = Wall() + # test movements up, down, left and right by starting with default 3,3 then know if it changes from there \/ + self.avatar = Avatar(Vector(2, 2), 1) + self.client = Player(None, None, [], self.avatar) + self.game_board.generate_map()
+ + # if there is a station + def test_move_up_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) + + def test_move_down(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + def test_move_down_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + def test_move_left(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + def test_move_left_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + def test_move_right(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + def test_move_right_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2)))
+
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_movement_controller_if_wall.html b/docs/_modules/game/test_suite/tests/test_movement_controller_if_wall.html new file mode 100644 index 0000000..3c5a3bd --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_movement_controller_if_wall.html @@ -0,0 +1,322 @@ + + + + + + + + game.test_suite.tests.test_movement_controller_if_wall - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_movement_controller_if_wall

+import unittest
+
+from game.common.map.game_board import GameBoard
+from game.controllers.movement_controller import MovementController
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.map.wall import Wall
+from game.utils.vector import Vector
+from game.common.player import Player
+from game.common.action import ActionType
+from game.common.avatar import Avatar
+from game.common.game_object import GameObject
+
+
+
[docs]class TestMovementControllerIfWall(unittest.TestCase): + """ + `Test Movement Controller with Stations Notes:` + + This class tests the different methods in the Movement Controller and that the Avatar can't pass Wall objects. + """ + +
[docs] def setUp(self) -> None: + self.movement_controller = MovementController() + self.avatar = Avatar(Vector(2, 2), 1) + self.locations: dict[tuple[Vector]: list[GameObject]] = { + (Vector(2, 2),): [self.avatar] + } + self.game_board = GameBoard(0, Vector(4, 4), self.locations, True) + self.station = Station() + self.occupiable_station = OccupiableStation() + self.occupiable_station = OccupiableStation() + self.wall = Wall() + # test movements up, down, left and right by starting with default 3,3 then know if it changes from there \/ + self.client = Player(None, None, [], self.avatar) + self.game_board.generate_map()
+ + # if there is a wall + def test_move_up(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) + + def test_move_up_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 1))) + + def test_move_down(self): + self.movement_controller.handle_actions(ActionType.MOVE_UP, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + def test_move_down_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_DOWN, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + def test_move_left(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + def test_move_left_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(1, 2))) + + def test_move_right(self): + self.movement_controller.handle_actions(ActionType.MOVE_LEFT, self.client, self.game_board) + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2))) + + def test_move_right_fail(self): + self.movement_controller.handle_actions(ActionType.MOVE_RIGHT, self.client, self.game_board) + self.assertEqual((str(self.client.avatar.position)), str(Vector(2, 2)))
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_occupiable_station.html b/docs/_modules/game/test_suite/tests/test_occupiable_station.html new file mode 100644 index 0000000..c4be426 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_occupiable_station.html @@ -0,0 +1,323 @@ + + + + + + + + game.test_suite.tests.test_occupiable_station - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_occupiable_station

+import unittest
+
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.stations.station import Station
+from game.common.map.wall import Wall
+from game.common.avatar import Avatar
+from game.common.items.item import Item
+from game.common.enums import ObjectType
+
+
+
[docs]class TestOccupiableStation(unittest.TestCase): + """ + `Test Item Notes:` + + This class tests the different methods in the OccupiableStation class and ensures the objects that occupy them + are properly set. + """ + +
[docs] def setUp(self) -> None: + self.occupiable_station: OccupiableStation = OccupiableStation() + self.occupiable_station1: OccupiableStation = OccupiableStation() + self.wall: Wall = Wall() + self.station: Station = Station() + self.avatar: Avatar = Avatar() + self.item: Item = Item()
+ + # test adding wall to occupiable_station + def test_wall_occ(self): + self.occupiable_station.occupied_by = self.wall + self.assertEqual(self.occupiable_station.occupied_by.object_type, ObjectType.WALL) + + # test adding station to occupiable_station + def test_station_occ(self): + self.occupiable_station.occupied_by = self.station + self.assertEqual(self.occupiable_station.occupied_by.object_type, ObjectType.STATION) + + # test adding avatar to occupiable_station + def test_avatar_occ(self): + self.occupiable_station.occupied_by = self.avatar + self.assertEqual(self.occupiable_station.occupied_by.object_type, ObjectType.AVATAR) + + # test adding item to occupiable_station + def test_item_occ(self): + self.occupiable_station.item = self.item + self.assertEqual(self.occupiable_station.item.object_type, ObjectType.ITEM) + self.assertEqual(self.occupiable_station.item.durability, self.item.durability) + self.assertEqual(self.occupiable_station.item.value, self.item.value) + + # test cannot add item to occupied_by + def test_fail_item_occ(self): + with self.assertRaises(ValueError) as e: + self.occupiable_station.occupied_by = self.item + self.assertEqual(str(e.exception), 'OccupiableStation.occupied_by cannot be an Item.') + + # test json method + def test_occ_json(self): + self.occupiable_station.occupied_by = self.avatar + data: dict = self.occupiable_station.to_json() + occupiable_station: OccupiableStation = OccupiableStation().from_json(data) + self.assertEqual(self.occupiable_station.object_type, occupiable_station.object_type) + self.assertEqual(self.occupiable_station.occupied_by.object_type, occupiable_station.occupied_by.object_type) + + # test json method with nested occupiable_station + def test_nested_occ_json(self): + self.occupiable_station.occupied_by = self.occupiable_station1 + self.occupiable_station.occupied_by.occupied_by = self.avatar + data: dict = self.occupiable_station.to_json() + occupiable_station: OccupiableStation = OccupiableStation().from_json(data) + self.assertEqual(self.occupiable_station.object_type, occupiable_station.object_type) + self.assertEqual(self.occupiable_station.occupied_by.object_type, occupiable_station.occupied_by.object_type) + assert (isinstance(occupiable_station.occupied_by, OccupiableStation)) + self.assertEqual(self.occupiable_station.occupied_by.occupied_by.object_type, + occupiable_station.occupied_by.occupied_by.object_type)
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_player.html b/docs/_modules/game/test_suite/tests/test_player.html new file mode 100644 index 0000000..961fe1b --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_player.html @@ -0,0 +1,373 @@ + + + + + + + + game.test_suite.tests.test_player - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_player

+import unittest
+from game.common.player import Player
+from game.common.game_object import GameObject
+from game.common.avatar import Avatar
+from game.common.enums import *
+from game.common.avatar import Avatar
+
+
+
[docs]class TestPlayer(unittest.TestCase): + """ + `Test Player Notes:` + + This class tests the different methods in the Player class. + """ + +
[docs] def setUp(self) -> None: + self.object_type: ObjectType = ObjectType.PLAYER + self.functional: bool = True + self.player: Player = Player() + self.actions: list[ActionType] = [] + self.team_name: str | None = "" + self.avatar: Avatar | None = Avatar()
+ + # test action + def test_actions(self): + # accepts a list of ActionType + self.actions = [ActionType.MOVE_LEFT] + self.player.actions = self.actions + self.assertEqual(self.player.actions, self.actions) + + def test_actions_empty_list(self): + # accepts a list of ActionType + self.actions = [] + self.player.actions = self.actions + self.assertEqual(self.player.actions, self.actions) + + def test_actions_fail_none(self): + with self.assertRaises(ValueError) as e: + self.player.actions = None + self.assertEqual(str(e.exception), 'Player.action must be an empty list or a list of action types') + + def test_actions_fail_not_action_type(self): + with self.assertRaises(ValueError) as e: + self.player.actions = 10 + self.assertEqual(str(e.exception), 'Player.action must be an empty list or a list of action types') + + # test functional + def test_functional_true(self): + # functional can only be a boolean + self.player.functional = True + self.functional = True + self.assertEqual(self.player.functional, self.functional) + + # + def test_functional_false(self): + self.player.functional = False + self.functional = False + self.assertEqual(self.player.functional, self.functional) + + def test_functional_fail_int(self): + with self.assertRaises(ValueError) as e: + self.player.functional = "Strig" + self.assertEqual(str(e.exception), 'Player.functional must be a boolean') + + # team name + def test_team_name(self): + # if it is a string it passes + self.team_name = "" + self.player.team_name = "" + self.assertEqual(self.player.team_name, self.team_name) + + def test_team_name_none(self): + # if it is none it passes + self.team_name = None + self.assertEqual(self.player.team_name, self.team_name) + + def test_team_name_fail_int(self): + # if it is not a string it fails + with self.assertRaises(ValueError) as e: + self.player.team_name = 1 + self.assertEqual(str(e.exception), 'Player.team_name must be a String or None') + + # test avatar + def test_avatar(self): + self.avatar = Avatar() + self.player.avatar = self.avatar + self.assertEqual(self.player.avatar, self.avatar) + + def test_avatar_none(self): + self.avatar = None + self.assertEqual(self.player.avatar, self.avatar) + + def test_avatar_fail_string(self): + with self.assertRaises(ValueError) as e: + self.player.avatar = 10 + self.assertEqual(str(e.exception), 'Player.avatar must be Avatar or None') + + # test object type + def test_object_type(self): + # object type only accepts object type + self.object_type = ObjectType.PLAYER + self.player.object_type = self.object_type + self.assertEqual(self.player.object_type, self.object_type) + + def test_object_type_fail_none(self): + with self.assertRaises(ValueError) as e: + self.player.object_type = None + self.assertEqual(str(e.exception), 'Player.object_type must be ObjectType') + + def test_object_type_fail_int(self): + with self.assertRaises(ValueError) as e: + self.player.object_type = 10 + self.assertEqual(str(e.exception), 'Player.object_type must be ObjectType') + + # test to json + def test_player_json(self): + data: dict = self.player.to_json() + player: Player = Player().from_json(data) + self.assertEqual(self.player.object_type, player.object_type) + self.assertEqual(self.player.functional, player.functional) + self.assertEqual(self.player.team_name, player.team_name) + self.assertEqual(self.player.actions, player.actions) + self.assertEqual(self.player.avatar, player.avatar)
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/test_suite/tests/test_station.html b/docs/_modules/game/test_suite/tests/test_station.html new file mode 100644 index 0000000..b15f3a8 --- /dev/null +++ b/docs/_modules/game/test_suite/tests/test_station.html @@ -0,0 +1,307 @@ + + + + + + + + game.test_suite.tests.test_station - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.test_suite.tests.test_station

+import unittest
+
+from game.common.stations.station import Station
+from game.common.stations.station_example import StationExample
+from game.common.items.item import Item
+from game.controllers.inventory_controller import InventoryController
+from game.common.avatar import Avatar
+from game.common.player import Player
+from game.common.map.game_board import GameBoard
+from game.utils.vector import Vector
+from game.common.enums import ActionType
+from game.common.enums import ObjectType
+
+# class that tests stations and its methods
+
[docs]class TestStation(unittest.TestCase): + """ + `Test Station Example Notes:` + + This class tests the different methods in the Station Example class. This is used to show how Stations could + work and how they can be tested. + """ + +
[docs] def setUp(self) -> None: + self.station = Station() + self.item = Item(10, None, 2, 64) + self.station_example = StationExample(self.item) + self.avatar = Avatar(Vector(2, 2), 10) + self.inventory: list[Item] = [Item(0), Item(1), Item(2), Item(3), Item(4), Item(5), Item(6), Item(7), Item(8), Item(9)] + self.player = Player(avatar=self.avatar) + self.avatar.inventory = self.inventory + self.game_board = GameBoard(None, Vector(4, 4), None, False) + self.inventory_controller = InventoryController()
+ + # test adding item to station + def test_item_occ(self): + self.station.held_item = self.item + self.assertEqual(self.station.held_item.object_type, ObjectType.ITEM) + + # test adding something not an item + def test_item_occ_fail(self): + with self.assertRaises(ValueError) as e: + self.station.held_item = 'wow' + self.assertEqual(str(e.exception), 'Station.held_item must be an Item or None, not wow.') + + # test base take action method works + def test_take_action(self): + self.inventory_controller.handle_actions(ActionType.SELECT_SLOT_0, self.player, self.game_board) + self.station_example.take_action(self.avatar) + self.assertEqual(self.avatar.held_item.object_type, self.item.object_type) + + # test json method + def test_json(self): + self.station.held_item = self.item + data: dict = self.station.to_json() + station: Station = Station().from_json(data) + self.assertEqual(self.station.object_type, station.object_type) + self.assertEqual(self.station.held_item.object_type, station.held_item.object_type)
+
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Source code for game.test_suite.tests.test_tile

+import unittest
+
+from game.common.map.tile import Tile
+from game.common.map.wall import Wall
+from game.common.stations.station import Station
+from game.common.stations.occupiable_station import OccupiableStation
+from game.common.avatar import Avatar
+from game.common.enums import ObjectType
+
+
+
[docs]class TestTile(unittest.TestCase): + """ + `Test Tile Notes:` + + This class tests the different methods in the Tile class. + """ +
[docs] def setUp(self) -> None: + self.tile: Tile = Tile() + self.wall: Wall = Wall() + self.station: Station = Station() + self.occupiable_station: OccupiableStation = OccupiableStation() + self.avatar: Avatar = Avatar()
+ + # test adding avatar to tile + def test_avatar_tile(self): + self.tile.occupied_by = self.avatar + self.assertEqual(self.tile.occupied_by.object_type, ObjectType.AVATAR) + + # test adding station to tile + def test_station_tile(self): + self.tile.occupied_by = self.station + self.assertEqual(self.tile.occupied_by.object_type, ObjectType.STATION) + + # test adding occupiable_station to tile + def test_occupiable_station_tile(self): + self.tile.occupied_by = self.occupiable_station + self.assertEqual(self.tile.occupied_by.object_type, ObjectType.OCCUPIABLE_STATION) + + # test aadding wall to tile + def test_wall_tile(self): + self.tile.occupied_by = self.wall + self.assertEqual(self.tile.occupied_by.object_type, ObjectType.WALL) + + # test json method + def test_tile_json(self): + self.tile.occupied_by = self.station + data: dict = self.tile.to_json() + tile: Tile = Tile().from_json(data) + self.assertEqual(self.tile.object_type, tile.object_type) + self.assertEqual(self.tile.occupied_by.object_type, tile.occupied_by.object_type) + + # test if json is correct when nested tile + def test_nested_tile_json(self): + self.occupiable_station.occupied_by = self.avatar + self.tile.occupied_by = self.occupiable_station + data: dict = self.tile.to_json() + tile: Tile = Tile().from_json(data) + self.assertEqual(self.tile.object_type, tile.object_type) + self.assertEqual(self.tile.occupied_by.object_type, tile.occupied_by.object_type) + assert (isinstance(tile.occupied_by, OccupiableStation)) + self.assertEqual(self.tile.occupied_by.occupied_by.object_type, tile.occupied_by.occupied_by.object_type)
+
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/utils/generate_game.html b/docs/_modules/game/utils/generate_game.html new file mode 100644 index 0000000..92ee8d4 --- /dev/null +++ b/docs/_modules/game/utils/generate_game.html @@ -0,0 +1,282 @@ + + + + + + + + game.utils.generate_game - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.utils.generate_game

+import random
+from game.common.avatar import Avatar
+from game.utils.vector import Vector
+from game.config import *
+from game.utils.helpers import write_json_file
+from game.common.map.game_board import GameBoard
+
+
+
[docs]def generate(seed: int = random.randint(0, 1000000000)): + """ + This method is what generates the game_map. This method is slow, so be mindful when using it. A seed can be set as + the parameter; otherwise, a random one will be generated. Then, the method checks to make sure the location for + storing logs exists. Lastly, the game map is written to the game file. + :param seed: + :return: None + """ + + print('Generating game map...') + + temp: GameBoard = GameBoard(seed, map_size=Vector(6, 6), locations={(Vector(1, 1),): [Avatar()], + (Vector(4, 4),): [Avatar()]}, walled=True) + temp.generate_map() + data: dict = {'game_board': temp.to_json()} + # for x in range(1, MAX_TICKS + 1): + # data[x] = 'data' + + # Verify logs location exists + if not os.path.exists(GAME_MAP_DIR): + os.mkdir(GAME_MAP_DIR) + + # Write game map to file + write_json_file(data, GAME_MAP_FILE)
+
+
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+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/utils/helpers.html b/docs/_modules/game/utils/helpers.html new file mode 100644 index 0000000..b992842 --- /dev/null +++ b/docs/_modules/game/utils/helpers.html @@ -0,0 +1,260 @@ + + + + + + + + game.utils.helpers - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.utils.helpers

+import json
+
+
+
[docs]def write_json_file(data, filename): + """ + This file contain the method ``write_json_file``. It opens the a file with the given name and writes all the given data + to the file. + """ + with open(filename, 'w') as f: + json.dump(data, f, indent='\t')
+
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/utils/thread.html b/docs/_modules/game/utils/thread.html new file mode 100644 index 0000000..87426bb --- /dev/null +++ b/docs/_modules/game/utils/thread.html @@ -0,0 +1,311 @@ + + + + + + + + game.utils.thread - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.utils.thread

+import threading
+import traceback
+
+
+
[docs]class Thread(threading.Thread): + """ + `Thread Class Notes:` + Threads are how the engine communicates with user clients. These Threads are built to catch errors. If an error + is caught, it will be logged, but the program will continue to run. + + If multithreading is needed for whatever reason, this class would be used for that. + """ + def __init__(self, func, args): + threading.Thread.__init__(self) + self.args = args + self.func = func + self.error = None + +
[docs] def run(self): + try: + self.func(*self.args) + except Exception: + self.error = traceback.format_exc()
+ + +
[docs]class CommunicationThread(Thread): + """ + `Communication Thread Class Notes:` + + Communication Threads are bulkier than normal Threads. It also has error catching functionality, but tends + to be used for single-use, single-variable communication. + + For example, if a client tries to use malicious code in any methods, a Communication Thread is used to check + any given parameters and throw an error if the type needed does not match what is given. + + Communication Threads use a nested class to make the return value of the Communication Thread private. It helps + to keep things secure. This is now achieved through getter and setter decorators. Since the code here was + written long ago, the structure is different. For future note, use getter and setter decorators as needed. + """ + def __init__(self, func, args=None, variable_type=None): + super().__init__(func, args) + self.type = variable_type + + class InternalObject: + def __init__(self): + self.value = None + + self.safeObject = InternalObject() + +
[docs] def run(self): + try: + self.safeObject.value = self.func(*self.args) + except Exception: + self.error = traceback.format_exc() + + if self.type is not None and not isinstance(self.safeObject.value, self.type): + self.safeObject.value = None
+ + def retrieve_value(self): + return self.safeObject.value
+ +
+
+
+
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/utils/validation.html b/docs/_modules/game/utils/validation.html new file mode 100644 index 0000000..f2053e7 --- /dev/null +++ b/docs/_modules/game/utils/validation.html @@ -0,0 +1,316 @@ + + + + + + + + game.utils.validation - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.utils.validation

+import parsec
+import re
+
+from game.config import ALLOWED_MODULES
+
+
+
[docs]def verify_code(filename, already_string=False): + """ + This file is used to verify a client's code. It helps to prevent certain attempts at purposefully interfering with the + code and competition. + """ + contents = None + + if already_string: + contents = filename + else: + with open(filename, 'r') as f: + contents = f.read() + + contents = contents.split('\n') + + illegal_imports = list() + uses_open = False + uses_print = False + + for line in contents: + line = re.split('[ ;]', line) + for token in line: + if '#' in token: + break + + # Check for illegal keywords + if 'from' in token: + module = line[line.index('from') + 1] + if module not in ALLOWED_MODULES: + illegal_imports.append(module) + else: + break + elif 'import' in token: + module = line[line.index('import') + 1] + if module not in ALLOWED_MODULES: + illegal_imports.append(module) + else: + break + if 'open' in token: + uses_open = True + + if 'print' in token: + uses_print = True + + return (illegal_imports, uses_open, uses_print)
+ +def verify_num_clients(clients, set_clients, min_clients, max_clients): + res = None + # Verify correct number of clients + if set_clients is not None and len(clients) != set_clients: + res = ValueError("Number of clients is not the set value.\n" + "Number of clients: " + str(len(clients)) + " | Set number: " + str(set_clients)) + elif min_clients is not None and len(clients) < min_clients: + res = ValueError("Number of clients is less than the minimum required.\n" + "Number of clients: " + str(len(clients)) + " | Minimum: " + str(min_clients)) + elif max_clients is not None and len(clients) > max_clients: + res = ValueError("Number of clients exceeds the maximum allowed.\n" + "Number of clients: " + str(len(clients)) + " | Maximum: " + str(max_clients)) + + return res +
+
+
+
+ + +
+
+ + Made with Sphinx and @pradyunsg's + + Furo + +
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+ + + + + \ No newline at end of file diff --git a/docs/_modules/game/utils/vector.html b/docs/_modules/game/utils/vector.html new file mode 100644 index 0000000..4edd924 --- /dev/null +++ b/docs/_modules/game/utils/vector.html @@ -0,0 +1,380 @@ + + + + + + + + game.utils.vector - Byte Engine 1.0.0 documentation + + + + + + + + + + + + + + + + Contents + + + + + + Menu + + + + + + + + Expand + + + + + + Light mode + + + + + + + + + + + + + + Dark mode + + + + + + + Auto light/dark mode + + + + + + + + + + + + + + + + + + + +
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Source code for game.utils.vector

+from game.common.game_object import GameObject
+from game.common.enums import ObjectType
+from typing import Self, Tuple
+
+
+
[docs]class Vector(GameObject): + """ + `Vector Class Notes:` + + This class is used universally in the project to handle anything related to coordinates. There are a few useful + methods here to help in a few situations. + + ----- + + Add Vectors Method: + This method will take two Vector objects, combine their (x, y) coordinates, and return a new Vector object. + + Example: + vector_1: (1, 1) + vector_2: (1, 1) + + Result: + vector_result: (2, 2) + + ----- + + Add to Vector method: + This method will take a different Vector object and add it to the current Self reference; that is, this method + belongs to a Vector object and is not static. + + Example: + self_vector: (0, 0) + vector_1: (1, 3) + + Result: + self_vector: (1, 3) + + ----- + + Add X and Add Y methods: + These methods act similarly to the ``add_vector()`` method, but instead of changing both the x and y, these + methods change their respective variables. + + Add X Example: + self_vector: (0, 0) + vector_1: (1, 3) + + Result: + self_vector: (1, 0) + + Add Y Example: + self_vector: (0, 0) + vector_1: (1, 3) + + Result: + self_vector: (0, 3) + + ----- + + As Tuple Method: + This method returns a tuple of the Vector object in the form of (x, y). This is to help with storing it easily + or accessing it in an immutable structure. + """ + + def __init__(self, x: int = 0, y: int = 0): + super().__init__() + self.object_type: ObjectType = ObjectType.VECTOR + self.x = x + self.y = y + + @property + def x(self) -> int: + return self.__x + + @x.setter + def x(self, x: int) -> None: + if x is None or not isinstance(x, int): + raise ValueError(f"The given x value, {x}, is not an integer.") + self.__x = x + + @property + def y(self) -> int: + return self.__y + + @y.setter + def y(self, y: int) -> None: + if y is None or not isinstance(y, int): + raise ValueError(f"The given y value, {y}, is not an integer.") + self.__y = y + + @staticmethod + def add_vectors(vector_1: 'Vector', vector_2: 'Vector') -> 'Vector': + new_x: int = vector_1.x + vector_2.x + new_y: int = vector_1.y + vector_2.y + return Vector(new_x, new_y) + + def add_to_vector(self, other_vector: Self) -> None: + self.x += other_vector.x + self.y += other_vector.y + + def add_x_y(self, x: int, y: int) -> None: + self.x += x + self.y += y + + def add_x(self, x: int) -> None: + self.x += x + + def add_y(self, y: int) -> None: + self.y += y + +
[docs] def as_tuple(self) -> Tuple[int, int]: + """Returns (x: int, y: int)""" + return (self.x, self.y)
+ + def to_json(self) -> dict: + data = super().to_json() + data['x'] = self.x + data['y'] = self.y + + return data + + def from_json(self, data) -> Self: + super().from_json(data) + self.x = data['x'] + self.y = data['y'] + + return self + + def __str__(self) -> str: + return f"Coordinates: ({self.x}, {self.y})"
+
+
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+
+ + +
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+ + Made with Sphinx and @pradyunsg's + + Furo + +
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All modules for which code is available

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+ + + + + \ No newline at end of file diff --git a/docs/_sources/base_client.rst.txt b/docs/_sources/base_client.rst.txt new file mode 100644 index 0000000..95f6fe2 --- /dev/null +++ b/docs/_sources/base_client.rst.txt @@ -0,0 +1,7 @@ +Base Client +=========== + +.. automodule:: base_client + :members: + :undoc-members: + :show-inheritance: diff --git a/docs/_sources/base_client_2.rst.txt b/docs/_sources/base_client_2.rst.txt new file mode 100644 index 0000000..d731fbf --- /dev/null +++ b/docs/_sources/base_client_2.rst.txt @@ -0,0 +1,7 @@ +Base Client 2 +============= + +.. automodule:: base_client_2 + :members: + :undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.client.rst.txt b/docs/_sources/game.client.rst.txt new file mode 100644 index 0000000..bfa55b4 --- /dev/null +++ b/docs/_sources/game.client.rst.txt @@ -0,0 +1,10 @@ +Client Package +=================== + +User Client +----------- + +.. automodule:: game.client.user_client + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.common.items.rst.txt b/docs/_sources/game.common.items.rst.txt new file mode 100644 index 0000000..7aaf488 --- /dev/null +++ b/docs/_sources/game.common.items.rst.txt @@ -0,0 +1,10 @@ +Items Package +============= + +Item Class +---------- + +.. automodule:: game.common.items.item + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.common.map.rst.txt b/docs/_sources/game.common.map.rst.txt new file mode 100644 index 0000000..eaf0ec5 --- /dev/null +++ b/docs/_sources/game.common.map.rst.txt @@ -0,0 +1,35 @@ +Map Package +=========== + +Gameboard Class +--------------- + +.. automodule:: game.common.map.game_board + :members: + :no-undoc-members: + :show-inheritance: + +Occupiable Class +---------------- + +.. automodule:: game.common.map.occupiable + :members: + :no-undoc-members: + :show-inheritance: + +Tile Class +---------- + +.. automodule:: game.common.map.tile + :members: + :no-undoc-members: + :show-inheritance: + +Wall Class +---------- + +.. automodule:: game.common.map.wall + :members: + :no-undoc-members: + :show-inheritance: + diff --git a/docs/_sources/game.common.rst.txt b/docs/_sources/game.common.rst.txt new file mode 100644 index 0000000..a040a24 --- /dev/null +++ b/docs/_sources/game.common.rst.txt @@ -0,0 +1,62 @@ +Common Package +============== + +.. toctree:: + :maxdepth: 4 + + game.common.items + game.common.map + game.common.stations + +Action Class +------------ + +.. automodule:: game.common.action + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Avatar Class +------------ + +.. automodule:: game.common.avatar + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Enums File +---------- + +**NOTE:** The use of the enum structure is to make is easier to execute certain tasks. It also helps with +identifying types of Objects throughout the project. + +When developing the game, add any extra enums as necessary. + +.. automodule:: game.common.enums + :members: + :no-undoc-members: + :show-inheritance: + +----- + +GameObject Class +---------------- + +.. automodule:: game.common.game_object + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Player Class +------------ + +.. automodule:: game.common.player + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.common.stations.rst.txt b/docs/_sources/game.common.stations.rst.txt new file mode 100644 index 0000000..6f56b13 --- /dev/null +++ b/docs/_sources/game.common.stations.rst.txt @@ -0,0 +1,50 @@ +Stations Package +================ + +Occupiable Station Class +------------------------ + +.. automodule:: game.common.stations.occupiable_station + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Occupiable Station Example Class +-------------------------------- + +.. automodule:: game.common.stations.occupiable_station_example + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Station Class +------------- + +.. automodule:: game.common.stations.station + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Station Example Class +--------------------- + +.. automodule:: game.common.stations.station_example + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Station Receiver Example Class +------------------------------ + +.. automodule:: game.common.stations.station_receiver_example + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.controllers.rst.txt b/docs/_sources/game.controllers.rst.txt new file mode 100644 index 0000000..87a3823 --- /dev/null +++ b/docs/_sources/game.controllers.rst.txt @@ -0,0 +1,50 @@ +Controllers Package +======================== + +Controller Class +---------------- + +.. automodule:: game.controllers.controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Interact Controller Class +------------------------- + +.. automodule:: game.controllers.interact_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Inventory Controller Class +-------------------------- + +.. automodule:: game.controllers.inventory_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Master Controller Class +----------------------- + +.. automodule:: game.controllers.master_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Movement Controller Class +------------------------- + +.. automodule:: game.controllers.movement_controller + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.rst.txt b/docs/_sources/game.rst.txt new file mode 100644 index 0000000..74da087 --- /dev/null +++ b/docs/_sources/game.rst.txt @@ -0,0 +1,10 @@ +Game Package Contents +===================== + +.. toctree:: + :maxdepth: 4 + + game.common + game.controllers + game.test_suite + game.utils diff --git a/docs/_sources/game.test_suite.rst.txt b/docs/_sources/game.test_suite.rst.txt new file mode 100644 index 0000000..e2f6b72 --- /dev/null +++ b/docs/_sources/game.test_suite.rst.txt @@ -0,0 +1,15 @@ +Test Suite Package +================== + +.. toctree:: + :maxdepth: 4 + + game.test_suite.tests + +Runner.py File +-------------- + +.. automodule:: game.test_suite.runner + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.test_suite.tests.rst.txt b/docs/_sources/game.test_suite.tests.rst.txt new file mode 100644 index 0000000..c9837ea --- /dev/null +++ b/docs/_sources/game.test_suite.tests.rst.txt @@ -0,0 +1,190 @@ +Tests Package +============= + +Test Example File +----------------- + +.. automodule:: game.test_suite.tests.test_example + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Avatar Class +----------------- + +.. automodule:: game.test_suite.tests.test_avatar + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Avatar Inventory +--------------------- + +.. automodule:: game.test_suite.tests.test_avatar_inventory + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Gameboard Class +-------------------- + +.. automodule:: game.test_suite.tests.test_game_board + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Gameboard (No Generation) +------------------------------ + +.. automodule:: game.test_suite.tests.test_game_board_no_gen + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Initialization File +------------------------ + +.. automodule:: game.test_suite.tests.test_initialization + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Interact Controller File +----------------------------- + +.. automodule:: game.test_suite.tests.test_interact_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Inventory Controller Class +------------------------------- + +.. automodule:: game.test_suite.tests.test_inventory_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Item Class +--------------- + +.. automodule:: game.test_suite.tests.test_item + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Master Controller Class +---------------------------- + +.. automodule:: game.test_suite.tests.test_master_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Movement Controller Class +------------------------------ + +.. automodule:: game.test_suite.tests.test_movement_controller + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Movement Controller with Occupiable Stations the Avatar can Occupy +----------------------------------------------------------------------- + +.. automodule:: game.test_suite.tests.test_movement_controller_if_occupiable_station_is_occupiable + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Movement Controller with Occupiable Stations +------------------------------------------------- + +.. automodule:: game.test_suite.tests.test_movement_controller_if_occupiable_stations + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Movement Controller with Stations the Avatar Occupy +-------------------------------------------------------- + +.. automodule:: game.test_suite.tests.test_movement_controller_if_stations + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Movement Controller with Walls +----------------------------------- + +.. automodule:: game.test_suite.tests.test_movement_controller_if_wall + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Occupiable Station Class +----------------------------- + +.. automodule:: game.test_suite.tests.test_occupiable_station + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Player Class +----------------- + +.. automodule:: game.test_suite.tests.test_player + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Station Class +------------------ + +.. automodule:: game.test_suite.tests.test_station + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Test Tile Class +--------------- + +.. automodule:: game.test_suite.tests.test_tile + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/game.utils.rst.txt b/docs/_sources/game.utils.rst.txt new file mode 100644 index 0000000..4a31a55 --- /dev/null +++ b/docs/_sources/game.utils.rst.txt @@ -0,0 +1,50 @@ +Utils Package +============= + +Generate Game +------------- + +.. automodule:: game.utils.generate_game + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Helpers +------- + +.. automodule:: game.utils.helpers + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Thread +------ + +.. automodule:: game.utils.thread + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Validation +---------- + +.. automodule:: game.utils.validation + :members: + :no-undoc-members: + :show-inheritance: + +----- + +Vector +------ + +.. automodule:: game.utils.vector + :members: + :no-undoc-members: + :show-inheritance: diff --git a/docs/_sources/index.rst.txt b/docs/_sources/index.rst.txt new file mode 100644 index 0000000..0c03f2a --- /dev/null +++ b/docs/_sources/index.rst.txt @@ -0,0 +1,36 @@ +.. Byte Engine documentation master file, created by + sphinx-quickstart on Fri Jul 21 23:39:22 2023. + You can adapt this file completely to your liking, but it should at least + contain the root `toctree` directive. + +============================================= +Welcome to NDACM's Byte Engine Documentation! +============================================= + +NDSU's ACM chapter hosts an annual competition called "Byte-le Royale." This competition was created by Riley Conlin, +Jordan Goetze, Jacob Baumann, Ajay Brown, and Nick Hilger. It promotes working with others and developing critical +thinking skills, while challenging competitors under a time limit. + +This project provides the framework for developing games for Byte-le. The README document is attached to this page. +Refer to that for additional info to what's here! + + +README Document +=============== + +.. include:: ../../../README.md + :parser: myst_parser.sphinx_ + +----- + +.. toctree:: + game + +----- + +Indices and tables +================== + +* :ref:`genindex` +* :ref:`modindex` +* :ref:`search` diff --git a/docs/_sources/modules.rst.txt b/docs/_sources/modules.rst.txt new file mode 100644 index 0000000..38a26f2 --- /dev/null +++ b/docs/_sources/modules.rst.txt @@ -0,0 +1,9 @@ +byte_le_engine +============== + +.. toctree:: + :maxdepth: 4 + + base_client + base_client_2 + game diff --git a/docs/_sources/readme.rst.txt b/docs/_sources/readme.rst.txt new file mode 100644 index 0000000..34bb02e --- /dev/null +++ b/docs/_sources/readme.rst.txt @@ -0,0 +1,4 @@ +README File +=========== + +.. include:: ../../../README.md \ No newline at end of file diff --git a/docs/_static/basic.css b/docs/_static/basic.css new file mode 100644 index 0000000..7577acb --- /dev/null +++ b/docs/_static/basic.css @@ -0,0 +1,903 @@ +/* + * basic.css + * ~~~~~~~~~ + * + * Sphinx stylesheet -- basic theme. + * + * :copyright: Copyright 2007-2023 by the Sphinx team, see AUTHORS. + * :license: BSD, see LICENSE for details. + * + */ + +/* -- main layout ----------------------------------------------------------- */ + +div.clearer { + clear: both; +} + +div.section::after { + display: block; + content: ''; + clear: left; +} + +/* -- relbar ---------------------------------------------------------------- */ + +div.related { + width: 100%; + font-size: 90%; +} + +div.related h3 { + display: none; +} + +div.related ul { + margin: 0; + padding: 0 0 0 10px; + list-style: none; +} + +div.related li { + display: inline; +} + +div.related li.right { + float: right; + margin-right: 5px; +} + +/* -- sidebar --------------------------------------------------------------- */ + +div.sphinxsidebarwrapper { + padding: 10px 5px 0 10px; +} + +div.sphinxsidebar { + float: left; + width: 230px; + margin-left: -100%; + font-size: 90%; + word-wrap: break-word; + overflow-wrap : break-word; +} + +div.sphinxsidebar ul { + list-style: none; +} + +div.sphinxsidebar ul ul, +div.sphinxsidebar ul.want-points { + margin-left: 20px; + list-style: square; +} + +div.sphinxsidebar ul ul { + margin-top: 0; + margin-bottom: 0; +} + +div.sphinxsidebar form { + margin-top: 10px; 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+} + +.viewcode-link { + float: right; +} + +.viewcode-back { + float: right; + font-family: sans-serif; +} + +div.viewcode-block:target { + margin: -1px -10px; + padding: 0 10px; +} + +/* -- math display ---------------------------------------------------------- */ + +img.math { + vertical-align: middle; +} + +div.body div.math p { + text-align: center; +} + +span.eqno { + float: right; +} + +span.eqno a.headerlink { + position: absolute; + z-index: 1; +} + +div.math:hover a.headerlink { + visibility: visible; +} + +/* -- printout stylesheet --------------------------------------------------- */ + +@media print { + div.document, + div.documentwrapper, + div.bodywrapper { + margin: 0 !important; + width: 100%; + } + + div.sphinxsidebar, + div.related, + div.footer, + #top-link { + display: none; + } +} \ No newline at end of file diff --git a/docs/_static/debug.css b/docs/_static/debug.css new file mode 100644 index 0000000..74d4aec --- /dev/null +++ b/docs/_static/debug.css @@ -0,0 +1,69 @@ +/* + This CSS file should be overridden by the theme authors. It's + meant for debugging and developing the skeleton that this theme provides. +*/ +body { + font-family: -apple-system, "Segoe UI", Roboto, Helvetica, Arial, sans-serif, + "Apple Color Emoji", "Segoe UI Emoji"; + background: lavender; +} +.sb-announcement { + background: rgb(131, 131, 131); +} +.sb-announcement__inner { + background: black; + color: white; +} +.sb-header { + background: lightskyblue; +} +.sb-header__inner { + background: royalblue; + color: white; +} +.sb-header-secondary { + background: lightcyan; +} +.sb-header-secondary__inner { + background: cornflowerblue; + color: white; +} +.sb-sidebar-primary { + background: lightgreen; +} +.sb-main { + background: blanchedalmond; +} +.sb-main__inner { + background: antiquewhite; +} +.sb-header-article { + background: lightsteelblue; +} +.sb-article-container { + background: snow; +} +.sb-article-main { + background: white; +} +.sb-footer-article { + background: lightpink; +} +.sb-sidebar-secondary { + background: lightgoldenrodyellow; +} +.sb-footer-content { + background: plum; +} +.sb-footer-content__inner { + background: palevioletred; +} +.sb-footer { + background: pink; +} +.sb-footer__inner { + background: salmon; +} +.sb-article { + background: white; +} diff --git a/docs/_static/doctools.js b/docs/_static/doctools.js new file mode 100644 index 0000000..d06a71d --- /dev/null +++ b/docs/_static/doctools.js @@ -0,0 +1,156 @@ +/* + * doctools.js + * ~~~~~~~~~~~ + * + * Base JavaScript utilities for all Sphinx HTML documentation. + * + * :copyright: Copyright 2007-2023 by the Sphinx team, see AUTHORS. + * :license: BSD, see LICENSE for details. + * + */ +"use strict"; + +const BLACKLISTED_KEY_CONTROL_ELEMENTS = new Set([ + "TEXTAREA", + "INPUT", + "SELECT", + "BUTTON", +]); + +const _ready = (callback) => { + if (document.readyState !== "loading") { + callback(); + } else { + document.addEventListener("DOMContentLoaded", callback); + } +}; + +/** + * Small JavaScript module for the documentation. + */ +const Documentation = { + init: () => { + Documentation.initDomainIndexTable(); + Documentation.initOnKeyListeners(); + }, + + /** + * i18n support + */ + TRANSLATIONS: {}, + PLURAL_EXPR: (n) => (n === 1 ? 0 : 1), + LOCALE: "unknown", + + // gettext and ngettext don't access this so that the functions + // can safely bound to a different name (_ = Documentation.gettext) + gettext: (string) => { + const translated = Documentation.TRANSLATIONS[string]; + switch (typeof translated) { + case "undefined": + return string; // no translation + case "string": + return translated; // translation exists + default: + return translated[0]; // (singular, plural) translation tuple exists + } + }, + + ngettext: (singular, plural, n) => { + const translated = Documentation.TRANSLATIONS[singular]; + if (typeof translated !== "undefined") + return translated[Documentation.PLURAL_EXPR(n)]; + return n === 1 ? singular : plural; + }, + + addTranslations: (catalog) => { + Object.assign(Documentation.TRANSLATIONS, catalog.messages); + Documentation.PLURAL_EXPR = new Function( + "n", + `return (${catalog.plural_expr})` + ); + Documentation.LOCALE = catalog.locale; + }, + + /** + * helper function to focus on search bar + */ + focusSearchBar: () => { + document.querySelectorAll("input[name=q]")[0]?.focus(); + }, + + /** + * Initialise the domain index toggle buttons + */ + initDomainIndexTable: () => { + const toggler = (el) => { + const idNumber = el.id.substr(7); + const toggledRows = document.querySelectorAll(`tr.cg-${idNumber}`); + if (el.src.substr(-9) === "minus.png") { + el.src = `${el.src.substr(0, el.src.length - 9)}plus.png`; + toggledRows.forEach((el) => (el.style.display = "none")); + } else { + el.src = `${el.src.substr(0, el.src.length - 8)}minus.png`; + toggledRows.forEach((el) => (el.style.display = "")); + } + }; + + const togglerElements = document.querySelectorAll("img.toggler"); + togglerElements.forEach((el) => + el.addEventListener("click", (event) => toggler(event.currentTarget)) + ); + togglerElements.forEach((el) => (el.style.display = "")); + if (DOCUMENTATION_OPTIONS.COLLAPSE_INDEX) togglerElements.forEach(toggler); + }, + + initOnKeyListeners: () => { + // only install a listener if it is really needed + if ( + !DOCUMENTATION_OPTIONS.NAVIGATION_WITH_KEYS && + !DOCUMENTATION_OPTIONS.ENABLE_SEARCH_SHORTCUTS + ) + return; + + document.addEventListener("keydown", (event) => { + // bail for input elements + if (BLACKLISTED_KEY_CONTROL_ELEMENTS.has(document.activeElement.tagName)) return; + // bail with special keys + if (event.altKey || event.ctrlKey || event.metaKey) return; + + if (!event.shiftKey) { + switch (event.key) { + case "ArrowLeft": + if (!DOCUMENTATION_OPTIONS.NAVIGATION_WITH_KEYS) break; + + const prevLink = document.querySelector('link[rel="prev"]'); + if (prevLink && prevLink.href) { + window.location.href = prevLink.href; + event.preventDefault(); + } + break; + case "ArrowRight": + if (!DOCUMENTATION_OPTIONS.NAVIGATION_WITH_KEYS) break; + + const nextLink = document.querySelector('link[rel="next"]'); + if (nextLink && nextLink.href) { + window.location.href = nextLink.href; + event.preventDefault(); + } + break; + } + } + + // some keyboard layouts may need Shift to get / + switch (event.key) { + case "/": + if (!DOCUMENTATION_OPTIONS.ENABLE_SEARCH_SHORTCUTS) break; + Documentation.focusSearchBar(); + event.preventDefault(); + } + }); + }, +}; + +// quick alias for translations +const _ = Documentation.gettext; + +_ready(Documentation.init); diff --git a/docs/_static/documentation_options.js b/docs/_static/documentation_options.js new file mode 100644 index 0000000..995f333 --- /dev/null +++ b/docs/_static/documentation_options.js @@ -0,0 +1,14 @@ +var DOCUMENTATION_OPTIONS = { + URL_ROOT: document.getElementById("documentation_options").getAttribute('data-url_root'), + VERSION: '1.0.0', + LANGUAGE: 'en', + COLLAPSE_INDEX: false, + BUILDER: 'html', + FILE_SUFFIX: '.html', + LINK_SUFFIX: '.html', + HAS_SOURCE: true, + SOURCELINK_SUFFIX: '.txt', + NAVIGATION_WITH_KEYS: false, + SHOW_SEARCH_SUMMARY: true, + ENABLE_SEARCH_SHORTCUTS: true, +}; \ No newline at end of file diff --git a/docs/_static/file.png b/docs/_static/file.png new file mode 100644 index 0000000000000000000000000000000000000000..a858a410e4faa62ce324d814e4b816fff83a6fb3 GIT binary patch literal 286 zcmV+(0pb3MP)s`hMrGg#P~ix$^RISR_I47Y|r1 z_CyJOe}D1){SET-^Amu_i71Lt6eYfZjRyw@I6OQAIXXHDfiX^GbOlHe=Ae4>0m)d(f|Me07*qoM6N<$f}vM^LjV8( literal 0 HcmV?d00001 diff --git a/docs/_static/language_data.js b/docs/_static/language_data.js new file mode 100644 index 0000000..250f566 --- /dev/null +++ b/docs/_static/language_data.js @@ -0,0 +1,199 @@ +/* + * language_data.js + * ~~~~~~~~~~~~~~~~ + * + * This script contains the language-specific data used by searchtools.js, + * namely the list of stopwords, stemmer, scorer and splitter. + * + * :copyright: Copyright 2007-2023 by the Sphinx team, see AUTHORS. + * :license: BSD, see LICENSE for details. + * + */ + +var stopwords = ["a", "and", "are", "as", "at", "be", "but", "by", "for", "if", "in", "into", "is", "it", "near", "no", "not", "of", "on", "or", "such", "that", "the", "their", "then", "there", "these", "they", "this", "to", "was", "will", "with"]; + + +/* Non-minified version is copied as a separate JS file, is available */ + +/** + * Porter Stemmer + */ +var Stemmer = function() { + + var step2list = { + ational: 'ate', + tional: 'tion', + enci: 'ence', + anci: 'ance', + izer: 'ize', + bli: 'ble', + alli: 'al', + entli: 'ent', + eli: 'e', + ousli: 'ous', + ization: 'ize', + ation: 'ate', + ator: 'ate', + alism: 'al', + iveness: 'ive', + fulness: 'ful', + ousness: 'ous', + aliti: 'al', + iviti: 'ive', + biliti: 'ble', + logi: 'log' + }; + + var step3list = { + icate: 'ic', + ative: '', + alize: 'al', + iciti: 'ic', + ical: 'ic', + ful: '', + ness: '' + }; + + var c = "[^aeiou]"; // consonant + var v = "[aeiouy]"; // vowel + var C = c + "[^aeiouy]*"; // consonant sequence + var V = v + "[aeiou]*"; // vowel sequence + + var mgr0 = "^(" + C + ")?" + V + C; // [C]VC... is m>0 + var meq1 = "^(" + C + ")?" + V + C + "(" + V + ")?$"; // [C]VC[V] is m=1 + var mgr1 = "^(" + C + ")?" + V + C + V + C; // [C]VCVC... is m>1 + var s_v = "^(" + C + ")?" + v; // vowel in stem + + this.stemWord = function (w) { + var stem; + var suffix; + var firstch; + var origword = w; + + if (w.length < 3) + return w; + + var re; + var re2; + var re3; + var re4; + + firstch = w.substr(0,1); + if (firstch == "y") + w = firstch.toUpperCase() + w.substr(1); + + // Step 1a + re = /^(.+?)(ss|i)es$/; + re2 = /^(.+?)([^s])s$/; + + if (re.test(w)) + w = w.replace(re,"$1$2"); + else if (re2.test(w)) + w = w.replace(re2,"$1$2"); + + // Step 1b + re = /^(.+?)eed$/; + re2 = /^(.+?)(ed|ing)$/; + if (re.test(w)) { + var fp = re.exec(w); + re = new RegExp(mgr0); + if (re.test(fp[1])) { + re = /.$/; + w = w.replace(re,""); + } + } + else if (re2.test(w)) { + var fp = re2.exec(w); + stem = fp[1]; + re2 = new RegExp(s_v); + if (re2.test(stem)) { + w = stem; + re2 = /(at|bl|iz)$/; + re3 = new RegExp("([^aeiouylsz])\\1$"); + re4 = new RegExp("^" + C + v + "[^aeiouwxy]$"); + if (re2.test(w)) + w = w + "e"; + else if (re3.test(w)) { + re = /.$/; + w = w.replace(re,""); + } + else if (re4.test(w)) + w = w + "e"; + } + } + + // Step 1c + re = /^(.+?)y$/; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = new RegExp(s_v); + if (re.test(stem)) + w = stem + "i"; + } + + // Step 2 + re = /^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + suffix = fp[2]; + re = new RegExp(mgr0); + if (re.test(stem)) + w = stem + step2list[suffix]; + } + + // Step 3 + re = /^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + suffix = fp[2]; + re = new RegExp(mgr0); + if (re.test(stem)) + w = stem + step3list[suffix]; + } + + // Step 4 + re = /^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/; + re2 = /^(.+?)(s|t)(ion)$/; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = new RegExp(mgr1); + if (re.test(stem)) + w = stem; + } + else if (re2.test(w)) { + var fp = re2.exec(w); + stem = fp[1] + fp[2]; + re2 = new RegExp(mgr1); + if (re2.test(stem)) + w = stem; + } + + // Step 5 + re = /^(.+?)e$/; + if (re.test(w)) { + var fp = re.exec(w); + stem = fp[1]; + re = new RegExp(mgr1); + re2 = new RegExp(meq1); + re3 = new RegExp("^" + C + v + "[^aeiouwxy]$"); + if (re.test(stem) || (re2.test(stem) && !(re3.test(stem)))) + w = stem; + } + re = /ll$/; + re2 = new RegExp(mgr1); + if (re.test(w) && re2.test(w)) { + re = /.$/; + w = w.replace(re,""); + } + + // and turn initial Y back to y + if (firstch == "y") + w = firstch.toLowerCase() + w.substr(1); + return w; + } +} + diff --git a/docs/_static/minus.png b/docs/_static/minus.png new file mode 100644 index 0000000000000000000000000000000000000000..d96755fdaf8bb2214971e0db9c1fd3077d7c419d GIT binary patch literal 90 zcmeAS@N?(olHy`uVBq!ia0vp^+#t*WBp7;*Yy1LIik>cxAr*|t7R?Mi>2?kWtu=nj kDsEF_5m^0CR;1wuP-*O&G^0G}KYk!hp00i_>zopr08q^qX#fBK literal 0 HcmV?d00001 diff --git a/docs/_static/plus.png b/docs/_static/plus.png new file mode 100644 index 0000000000000000000000000000000000000000..7107cec93a979b9a5f64843235a16651d563ce2d GIT binary patch literal 90 zcmeAS@N?(olHy`uVBq!ia0vp^+#t*WBp7;*Yy1LIik>cxAr*|t7R?Mi>2?kWtu>-2 m3q%Vub%g%s<8sJhVPMczOq}xhg9DJoz~JfX=d#Wzp$Pyb1r*Kz literal 0 HcmV?d00001 diff --git a/docs/_static/pygments.css b/docs/_static/pygments.css new file mode 100644 index 0000000..c2e07c7 --- /dev/null +++ b/docs/_static/pygments.css @@ -0,0 +1,258 @@ +.highlight pre { line-height: 125%; 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false,\n nestedClass: \"active\",\n\n // Offset & reflow\n offset: 0,\n reflow: false,\n\n // Event support\n events: true,\n };\n\n //\n // Methods\n //\n\n /**\n * Merge two or more objects together.\n * @param {Object} objects The objects to merge together\n * @returns {Object} Merged values of defaults and options\n */\n var extend = function () {\n var merged = {};\n Array.prototype.forEach.call(arguments, function (obj) {\n for (var key in obj) {\n if (!obj.hasOwnProperty(key)) return;\n merged[key] = obj[key];\n }\n });\n return merged;\n };\n\n /**\n * Emit a custom event\n * @param {String} type The event type\n * @param {Node} elem The element to attach the event to\n * @param {Object} detail Any details to pass along with the event\n */\n var emitEvent = function (type, elem, detail) {\n // Make sure events are enabled\n if (!detail.settings.events) return;\n\n // Create a new event\n var event = new CustomEvent(type, {\n bubbles: true,\n cancelable: true,\n detail: detail,\n });\n\n // Dispatch the event\n elem.dispatchEvent(event);\n };\n\n /**\n * Get an element's distance from the top of the Document.\n * @param {Node} elem The element\n * @return {Number} Distance from the top in pixels\n */\n var getOffsetTop = function (elem) {\n var location = 0;\n if (elem.offsetParent) {\n while (elem) {\n location += elem.offsetTop;\n elem = elem.offsetParent;\n }\n }\n return location >= 0 ? location : 0;\n };\n\n /**\n * Sort content from first to last in the DOM\n * @param {Array} contents The content areas\n */\n var sortContents = function (contents) {\n if (contents) {\n contents.sort(function (item1, item2) {\n var offset1 = getOffsetTop(item1.content);\n var offset2 = getOffsetTop(item2.content);\n if (offset1 < offset2) return -1;\n return 1;\n });\n }\n };\n\n /**\n * Get the offset to use for calculating position\n * @param {Object} settings The settings for this instantiation\n * @return {Float} The number of pixels to offset the calculations\n */\n var getOffset = function (settings) {\n // if the offset is a function run it\n if (typeof settings.offset === \"function\") {\n return parseFloat(settings.offset());\n }\n\n // Otherwise, return it as-is\n return parseFloat(settings.offset);\n };\n\n /**\n * Get the document element's height\n * @private\n * @returns {Number}\n */\n var getDocumentHeight = function () {\n return Math.max(\n document.body.scrollHeight,\n document.documentElement.scrollHeight,\n document.body.offsetHeight,\n document.documentElement.offsetHeight,\n document.body.clientHeight,\n document.documentElement.clientHeight,\n );\n };\n\n /**\n * Determine if an element is in view\n * @param {Node} elem The element\n * @param {Object} settings The settings for this instantiation\n * @param {Boolean} bottom If true, check if element is above bottom of viewport instead\n * @return {Boolean} Returns true if element is in the viewport\n */\n var isInView = function (elem, settings, bottom) {\n var bounds = elem.getBoundingClientRect();\n var offset = getOffset(settings);\n if (bottom) {\n return (\n parseInt(bounds.bottom, 10) <\n (window.innerHeight || document.documentElement.clientHeight)\n );\n }\n return parseInt(bounds.top, 10) <= offset;\n };\n\n /**\n * Check if at the bottom of the viewport\n * @return {Boolean} If true, page is at the bottom of the viewport\n */\n var isAtBottom = function () {\n if (\n Math.ceil(window.innerHeight + window.pageYOffset) >=\n getDocumentHeight()\n )\n return true;\n return false;\n };\n\n /**\n * Check if the last item should be used (even if not at the top of the page)\n * @param {Object} item The last item\n * @param {Object} settings The settings for this instantiation\n * @return {Boolean} If true, use the last item\n */\n var useLastItem = function (item, settings) {\n if (isAtBottom() && isInView(item.content, settings, true)) return true;\n return false;\n };\n\n /**\n * Get the active content\n * @param {Array} contents The content areas\n * @param {Object} settings The settings for this instantiation\n * @return {Object} The content area and matching navigation link\n */\n var getActive = function (contents, settings) {\n var last = contents[contents.length - 1];\n if (useLastItem(last, settings)) return last;\n for (var i = contents.length - 1; i >= 0; i--) {\n if (isInView(contents[i].content, settings)) return contents[i];\n }\n };\n\n /**\n * Deactivate parent navs in a nested navigation\n * @param {Node} nav The starting navigation element\n * @param {Object} settings The settings for this instantiation\n */\n var deactivateNested = function (nav, settings) {\n // If nesting isn't activated, bail\n if (!settings.nested || !nav.parentNode) return;\n\n // Get the parent navigation\n var li = nav.parentNode.closest(\"li\");\n if (!li) return;\n\n // Remove the active class\n li.classList.remove(settings.nestedClass);\n\n // Apply recursively to any parent navigation elements\n deactivateNested(li, settings);\n };\n\n /**\n * Deactivate a nav and content area\n * @param {Object} items The nav item and content to deactivate\n * @param {Object} settings The settings for this instantiation\n */\n var deactivate = function (items, settings) {\n // Make sure there are items to deactivate\n if (!items) return;\n\n // Get the parent list item\n var li = items.nav.closest(\"li\");\n if (!li) return;\n\n // Remove the active class from the nav and content\n li.classList.remove(settings.navClass);\n items.content.classList.remove(settings.contentClass);\n\n // Deactivate any parent navs in a nested navigation\n deactivateNested(li, settings);\n\n // Emit a custom event\n emitEvent(\"gumshoeDeactivate\", li, {\n link: items.nav,\n content: items.content,\n settings: settings,\n });\n };\n\n /**\n * Activate parent navs in a nested navigation\n * @param {Node} nav The starting navigation element\n * @param {Object} settings The settings for this instantiation\n */\n var activateNested = function (nav, settings) {\n // If nesting isn't activated, bail\n if (!settings.nested) return;\n\n // Get the parent navigation\n var li = nav.parentNode.closest(\"li\");\n if (!li) return;\n\n // Add the active class\n li.classList.add(settings.nestedClass);\n\n // Apply recursively to any parent navigation elements\n activateNested(li, settings);\n };\n\n /**\n * Activate a nav and content area\n * @param {Object} items The nav item and content to activate\n * @param {Object} settings The settings for this instantiation\n */\n var activate = function (items, settings) {\n // Make sure there are items to activate\n if (!items) return;\n\n // Get the parent list item\n var li = items.nav.closest(\"li\");\n if (!li) return;\n\n // Add the active class to the nav and content\n li.classList.add(settings.navClass);\n items.content.classList.add(settings.contentClass);\n\n // Activate any parent navs in a nested navigation\n activateNested(li, settings);\n\n // Emit a custom event\n emitEvent(\"gumshoeActivate\", li, {\n link: items.nav,\n content: items.content,\n settings: settings,\n });\n };\n\n /**\n * Create the Constructor object\n * @param {String} selector The selector to use for navigation items\n * @param {Object} options User options and settings\n */\n var Constructor = function (selector, options) {\n //\n // Variables\n //\n\n var publicAPIs = {};\n var navItems, contents, current, timeout, settings;\n\n //\n // Methods\n //\n\n /**\n * Set variables from DOM elements\n */\n publicAPIs.setup = function () {\n // Get all nav items\n navItems = document.querySelectorAll(selector);\n\n // Create contents array\n contents = [];\n\n // Loop through each item, get it's matching content, and push to the array\n Array.prototype.forEach.call(navItems, function (item) {\n // Get the content for the nav item\n var content = document.getElementById(\n decodeURIComponent(item.hash.substr(1)),\n );\n if (!content) return;\n\n // Push to the contents array\n 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window.cancelAnimationFrame(timeout);\n }\n\n // Setup debounce callback\n timeout = window.requestAnimationFrame(publicAPIs.detect);\n };\n\n /**\n * Update content sorting on resize\n * Debounced for performance\n */\n var resizeHandler = function (event) {\n // If there's a timer, cancel it\n if (timeout) {\n window.cancelAnimationFrame(timeout);\n }\n\n // Setup debounce callback\n timeout = window.requestAnimationFrame(function () {\n sortContents(contents);\n publicAPIs.detect();\n });\n };\n\n /**\n * Destroy the current instantiation\n */\n publicAPIs.destroy = function () {\n // Undo DOM changes\n if (current) {\n deactivate(current, settings);\n }\n\n // Remove event listeners\n window.removeEventListener(\"scroll\", scrollHandler, false);\n if (settings.reflow) {\n window.removeEventListener(\"resize\", resizeHandler, false);\n }\n\n // Reset variables\n contents = null;\n navItems = null;\n current = null;\n timeout = null;\n settings = null;\n };\n\n /**\n * Initialize the current instantiation\n */\n var init = function () {\n // Merge user options into defaults\n settings = extend(defaults, options || {});\n\n // Setup variables based on the current DOM\n publicAPIs.setup();\n\n // Find the currently active content\n publicAPIs.detect();\n\n // Setup event listeners\n window.addEventListener(\"scroll\", scrollHandler, false);\n if (settings.reflow) {\n window.addEventListener(\"resize\", resizeHandler, false);\n }\n };\n\n //\n // Initialize and return the public APIs\n //\n\n init();\n return publicAPIs;\n };\n\n //\n // Return the Constructor\n //\n\n return Constructor;\n },\n);\n","// The module cache\nvar __webpack_module_cache__ = {};\n\n// The require function\nfunction __webpack_require__(moduleId) {\n\t// Check if module is in cache\n\tvar cachedModule = __webpack_module_cache__[moduleId];\n\tif (cachedModule !== undefined) {\n\t\treturn cachedModule.exports;\n\t}\n\t// Create a new module (and put it into the cache)\n\tvar module = __webpack_module_cache__[moduleId] = {\n\t\t// no module.id needed\n\t\t// no module.loaded needed\n\t\texports: {}\n\t};\n\n\t// Execute the module function\n\t__webpack_modules__[moduleId].call(module.exports, module, module.exports, __webpack_require__);\n\n\t// Return the exports of the module\n\treturn module.exports;\n}\n\n","// getDefaultExport function for compatibility with non-harmony modules\n__webpack_require__.n = (module) => {\n\tvar getter = module && module.__esModule ?\n\t\t() => (module['default']) :\n\t\t() => (module);\n\t__webpack_require__.d(getter, { a: getter });\n\treturn getter;\n};","// define getter functions for harmony exports\n__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n\t\tif(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n\t\t\tObject.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n\t\t}\n\t}\n};","__webpack_require__.g = (function() {\n\tif (typeof globalThis === 'object') return globalThis;\n\ttry {\n\t\treturn this || new Function('return this')();\n\t} catch (e) {\n\t\tif (typeof window === 'object') return window;\n\t}\n})();","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","import Gumshoe from \"./gumshoe-patched.js\";\n\n////////////////////////////////////////////////////////////////////////////////\n// Scroll Handling\n////////////////////////////////////////////////////////////////////////////////\nvar tocScroll = null;\nvar header = null;\nvar lastScrollTop = window.pageYOffset || document.documentElement.scrollTop;\nconst GO_TO_TOP_OFFSET = 64;\n\nfunction scrollHandlerForHeader() {\n if (Math.floor(header.getBoundingClientRect().top) == 0) {\n header.classList.add(\"scrolled\");\n } else {\n header.classList.remove(\"scrolled\");\n }\n}\n\nfunction scrollHandlerForBackToTop(positionY) {\n if (positionY < GO_TO_TOP_OFFSET) {\n 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\ No newline at end of file diff --git a/docs/_static/searchtools.js b/docs/_static/searchtools.js new file mode 100644 index 0000000..97d56a7 --- /dev/null +++ b/docs/_static/searchtools.js @@ -0,0 +1,566 @@ +/* + * searchtools.js + * ~~~~~~~~~~~~~~~~ + * + * Sphinx JavaScript utilities for the full-text search. + * + * :copyright: Copyright 2007-2023 by the Sphinx team, see AUTHORS. + * :license: BSD, see LICENSE for details. + * + */ +"use strict"; + +/** + * Simple result scoring code. + */ +if (typeof Scorer === "undefined") { + var Scorer = { + // Implement the following function to further tweak the score for each result + // The function takes a result array [docname, title, anchor, descr, score, filename] + // and returns the new score. + /* + score: result => { + const [docname, title, anchor, descr, score, filename] = result + return score + }, + */ + + // query matches the full name of an object + objNameMatch: 11, + // or matches in the last dotted part of the object name + objPartialMatch: 6, + // Additive scores depending on the priority of the object + objPrio: { + 0: 15, // used to be importantResults + 1: 5, // used to be objectResults + 2: -5, // used to be unimportantResults + }, + // Used when the priority is not in the mapping. + objPrioDefault: 0, + + // query found in title + title: 15, + partialTitle: 7, + // query found in terms + term: 5, + partialTerm: 2, + }; +} + +const _removeChildren = (element) => { + while (element && element.lastChild) element.removeChild(element.lastChild); +}; + +/** + * See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Regular_Expressions#escaping + */ +const _escapeRegExp = (string) => + string.replace(/[.*+\-?^${}()|[\]\\]/g, "\\$&"); // $& means the whole matched string + +const _displayItem = (item, searchTerms) => { + const docBuilder = DOCUMENTATION_OPTIONS.BUILDER; + const docUrlRoot = DOCUMENTATION_OPTIONS.URL_ROOT; + const docFileSuffix = DOCUMENTATION_OPTIONS.FILE_SUFFIX; + const docLinkSuffix = DOCUMENTATION_OPTIONS.LINK_SUFFIX; + const showSearchSummary = DOCUMENTATION_OPTIONS.SHOW_SEARCH_SUMMARY; + + const [docName, title, anchor, descr, score, _filename] = item; + + let listItem = document.createElement("li"); + let requestUrl; + let linkUrl; + if (docBuilder === "dirhtml") { + // dirhtml builder + let dirname = docName + "/"; + if (dirname.match(/\/index\/$/)) + dirname = dirname.substring(0, dirname.length - 6); + else if (dirname === "index/") dirname = ""; + requestUrl = docUrlRoot + dirname; + linkUrl = requestUrl; + } else { + // normal html builders + requestUrl = docUrlRoot + docName + docFileSuffix; + linkUrl = docName + docLinkSuffix; + } + let linkEl = listItem.appendChild(document.createElement("a")); + linkEl.href = linkUrl + anchor; + linkEl.dataset.score = score; + linkEl.innerHTML = title; + if (descr) + listItem.appendChild(document.createElement("span")).innerHTML = + " (" + descr + ")"; + else if (showSearchSummary) + fetch(requestUrl) + .then((responseData) => responseData.text()) + .then((data) => { + if (data) + listItem.appendChild( + Search.makeSearchSummary(data, searchTerms) + ); + }); + Search.output.appendChild(listItem); +}; +const _finishSearch = (resultCount) => { + Search.stopPulse(); + Search.title.innerText = _("Search Results"); + if (!resultCount) + Search.status.innerText = Documentation.gettext( + "Your search did not match any documents. Please make sure that all words are spelled correctly and that you've selected enough categories." + ); + else + Search.status.innerText = _( + `Search finished, found ${resultCount} page(s) matching the search query.` + ); +}; +const _displayNextItem = ( + results, + resultCount, + searchTerms +) => { + // results left, load the summary and display it + // this is intended to be dynamic (don't sub resultsCount) + if (results.length) { + _displayItem(results.pop(), searchTerms); + setTimeout( + () => _displayNextItem(results, resultCount, searchTerms), + 5 + ); + } + // search finished, update title and status message + else _finishSearch(resultCount); +}; + +/** + * Default splitQuery function. Can be overridden in ``sphinx.search`` with a + * custom function per language. + * + * The regular expression works by splitting the string on consecutive characters + * that are not Unicode letters, numbers, underscores, or emoji characters. + * This is the same as ``\W+`` in Python, preserving the surrogate pair area. + */ +if (typeof splitQuery === "undefined") { + var splitQuery = (query) => query + .split(/[^\p{Letter}\p{Number}_\p{Emoji_Presentation}]+/gu) + .filter(term => term) // remove remaining empty strings +} + +/** + * Search Module + */ +const Search = { + _index: null, + _queued_query: null, + _pulse_status: -1, + + htmlToText: (htmlString) => { + const htmlElement = new DOMParser().parseFromString(htmlString, 'text/html'); + htmlElement.querySelectorAll(".headerlink").forEach((el) => { el.remove() }); + const docContent = htmlElement.querySelector('[role="main"]'); + if (docContent !== undefined) return docContent.textContent; + console.warn( + "Content block not found. Sphinx search tries to obtain it via '[role=main]'. Could you check your theme or template." + ); + return ""; + }, + + init: () => { + const query = new URLSearchParams(window.location.search).get("q"); + document + .querySelectorAll('input[name="q"]') + .forEach((el) => (el.value = query)); + if (query) Search.performSearch(query); + }, + + loadIndex: (url) => + (document.body.appendChild(document.createElement("script")).src = url), + + setIndex: (index) => { + Search._index = index; + if (Search._queued_query !== null) { + const query = Search._queued_query; + Search._queued_query = null; + Search.query(query); + } + }, + + hasIndex: () => Search._index !== null, + + deferQuery: (query) => (Search._queued_query = query), + + stopPulse: () => (Search._pulse_status = -1), + + startPulse: () => { + if (Search._pulse_status >= 0) return; + + const pulse = () => { + Search._pulse_status = (Search._pulse_status + 1) % 4; + Search.dots.innerText = ".".repeat(Search._pulse_status); + if (Search._pulse_status >= 0) window.setTimeout(pulse, 500); + }; + pulse(); + }, + + /** + * perform a search for something (or wait until index is loaded) + */ + performSearch: (query) => { + // create the required interface elements + const searchText = document.createElement("h2"); + searchText.textContent = _("Searching"); + const searchSummary = document.createElement("p"); + searchSummary.classList.add("search-summary"); + searchSummary.innerText = ""; + const searchList = document.createElement("ul"); + searchList.classList.add("search"); + + const out = document.getElementById("search-results"); + Search.title = out.appendChild(searchText); + Search.dots = Search.title.appendChild(document.createElement("span")); + Search.status = out.appendChild(searchSummary); + Search.output = out.appendChild(searchList); + + const searchProgress = document.getElementById("search-progress"); + // Some themes don't use the search progress node + if (searchProgress) { + searchProgress.innerText = _("Preparing search..."); + } + Search.startPulse(); + + // index already loaded, the browser was quick! + if (Search.hasIndex()) Search.query(query); + else Search.deferQuery(query); + }, + + /** + * execute search (requires search index to be loaded) + */ + query: (query) => { + const filenames = Search._index.filenames; + const docNames = Search._index.docnames; + const titles = Search._index.titles; + const allTitles = Search._index.alltitles; + const indexEntries = Search._index.indexentries; + + // stem the search terms and add them to the correct list + const stemmer = new Stemmer(); + const searchTerms = new Set(); + const excludedTerms = new Set(); + const highlightTerms = new Set(); + const objectTerms = new Set(splitQuery(query.toLowerCase().trim())); + splitQuery(query.trim()).forEach((queryTerm) => { + const queryTermLower = queryTerm.toLowerCase(); + + // maybe skip this "word" + // stopwords array is from language_data.js + if ( + stopwords.indexOf(queryTermLower) !== -1 || + queryTerm.match(/^\d+$/) + ) + return; + + // stem the word + let word = stemmer.stemWord(queryTermLower); + // select the correct list + if (word[0] === "-") excludedTerms.add(word.substr(1)); + else { + searchTerms.add(word); + highlightTerms.add(queryTermLower); + } + }); + + if (SPHINX_HIGHLIGHT_ENABLED) { // set in sphinx_highlight.js + localStorage.setItem("sphinx_highlight_terms", [...highlightTerms].join(" ")) + } + + // console.debug("SEARCH: searching for:"); + // console.info("required: ", [...searchTerms]); + // console.info("excluded: ", [...excludedTerms]); + + // array of [docname, title, anchor, descr, score, filename] + let results = []; + _removeChildren(document.getElementById("search-progress")); + + const queryLower = query.toLowerCase(); + for (const [title, foundTitles] of Object.entries(allTitles)) { + if (title.toLowerCase().includes(queryLower) && (queryLower.length >= title.length/2)) { + for (const [file, id] of foundTitles) { + let score = Math.round(100 * queryLower.length / title.length) + results.push([ + docNames[file], + titles[file] !== title ? `${titles[file]} > ${title}` : title, + id !== null ? "#" + id : "", + null, + score, + filenames[file], + ]); + } + } + } + + // search for explicit entries in index directives + for (const [entry, foundEntries] of Object.entries(indexEntries)) { + if (entry.includes(queryLower) && (queryLower.length >= entry.length/2)) { + for (const [file, id] of foundEntries) { + let score = Math.round(100 * queryLower.length / entry.length) + results.push([ + docNames[file], + titles[file], + id ? "#" + id : "", + null, + score, + filenames[file], + ]); + } + } + } + + // lookup as object + objectTerms.forEach((term) => + results.push(...Search.performObjectSearch(term, objectTerms)) + ); + + // lookup as search terms in fulltext + results.push(...Search.performTermsSearch(searchTerms, excludedTerms)); + + // let the scorer override scores with a custom scoring function + if (Scorer.score) results.forEach((item) => (item[4] = Scorer.score(item))); + + // now sort the results by score (in opposite order of appearance, since the + // display function below uses pop() to retrieve items) and then + // alphabetically + results.sort((a, b) => { + const leftScore = a[4]; + const rightScore = b[4]; + if (leftScore === rightScore) { + // same score: sort alphabetically + const leftTitle = a[1].toLowerCase(); + const rightTitle = b[1].toLowerCase(); + if (leftTitle === rightTitle) return 0; + return leftTitle > rightTitle ? -1 : 1; // inverted is intentional + } + return leftScore > rightScore ? 1 : -1; + }); + + // remove duplicate search results + // note the reversing of results, so that in the case of duplicates, the highest-scoring entry is kept + let seen = new Set(); + results = results.reverse().reduce((acc, result) => { + let resultStr = result.slice(0, 4).concat([result[5]]).map(v => String(v)).join(','); + if (!seen.has(resultStr)) { + acc.push(result); + seen.add(resultStr); + } + return acc; + }, []); + + results = results.reverse(); + + // for debugging + //Search.lastresults = results.slice(); // a copy + // console.info("search results:", Search.lastresults); + + // print the results + _displayNextItem(results, results.length, searchTerms); + }, + + /** + * search for object names + */ + performObjectSearch: (object, objectTerms) => { + const filenames = Search._index.filenames; + const docNames = Search._index.docnames; + const objects = Search._index.objects; + const objNames = Search._index.objnames; + const titles = Search._index.titles; + + const results = []; + + const objectSearchCallback = (prefix, match) => { + const name = match[4] + const fullname = (prefix ? prefix + "." : "") + name; + const fullnameLower = fullname.toLowerCase(); + if (fullnameLower.indexOf(object) < 0) return; + + let score = 0; + const parts = fullnameLower.split("."); + + // check for different match types: exact matches of full name or + // "last name" (i.e. last dotted part) + if (fullnameLower === object || parts.slice(-1)[0] === object) + score += Scorer.objNameMatch; + else if (parts.slice(-1)[0].indexOf(object) > -1) + score += Scorer.objPartialMatch; // matches in last name + + const objName = objNames[match[1]][2]; + const title = titles[match[0]]; + + // If more than one term searched for, we require other words to be + // found in the name/title/description + const otherTerms = new Set(objectTerms); + otherTerms.delete(object); + if (otherTerms.size > 0) { + const haystack = `${prefix} ${name} ${objName} ${title}`.toLowerCase(); + if ( + [...otherTerms].some((otherTerm) => haystack.indexOf(otherTerm) < 0) + ) + return; + } + + let anchor = match[3]; + if (anchor === "") anchor = fullname; + else if (anchor === "-") anchor = objNames[match[1]][1] + "-" + fullname; + + const descr = objName + _(", in ") + title; + + // add custom score for some objects according to scorer + if (Scorer.objPrio.hasOwnProperty(match[2])) + score += Scorer.objPrio[match[2]]; + else score += Scorer.objPrioDefault; + + results.push([ + docNames[match[0]], + fullname, + "#" + anchor, + descr, + score, + filenames[match[0]], + ]); + }; + Object.keys(objects).forEach((prefix) => + objects[prefix].forEach((array) => + objectSearchCallback(prefix, array) + ) + ); + return results; + }, + + /** + * search for full-text terms in the index + */ + performTermsSearch: (searchTerms, excludedTerms) => { + // prepare search + const terms = Search._index.terms; + const titleTerms = Search._index.titleterms; + const filenames = Search._index.filenames; + const docNames = Search._index.docnames; + const titles = Search._index.titles; + + const scoreMap = new Map(); + const fileMap = new Map(); + + // perform the search on the required terms + searchTerms.forEach((word) => { + const files = []; + const arr = [ + { files: terms[word], score: Scorer.term }, + { files: titleTerms[word], score: Scorer.title }, + ]; + // add support for partial matches + if (word.length > 2) { + const escapedWord = _escapeRegExp(word); + Object.keys(terms).forEach((term) => { + if (term.match(escapedWord) && !terms[word]) + arr.push({ files: terms[term], score: Scorer.partialTerm }); + }); + Object.keys(titleTerms).forEach((term) => { + if (term.match(escapedWord) && !titleTerms[word]) + arr.push({ files: titleTerms[word], score: Scorer.partialTitle }); + }); + } + + // no match but word was a required one + if (arr.every((record) => record.files === undefined)) return; + + // found search word in contents + arr.forEach((record) => { + if (record.files === undefined) return; + + let recordFiles = record.files; + if (recordFiles.length === undefined) recordFiles = [recordFiles]; + files.push(...recordFiles); + + // set score for the word in each file + recordFiles.forEach((file) => { + if (!scoreMap.has(file)) scoreMap.set(file, {}); + scoreMap.get(file)[word] = record.score; + }); + }); + + // create the mapping + files.forEach((file) => { + if (fileMap.has(file) && fileMap.get(file).indexOf(word) === -1) + fileMap.get(file).push(word); + else fileMap.set(file, [word]); + }); + }); + + // now check if the files don't contain excluded terms + const results = []; + for (const [file, wordList] of fileMap) { + // check if all requirements are matched + + // as search terms with length < 3 are discarded + const filteredTermCount = [...searchTerms].filter( + (term) => term.length > 2 + ).length; + if ( + wordList.length !== searchTerms.size && + wordList.length !== filteredTermCount + ) + continue; + + // ensure that none of the excluded terms is in the search result + if ( + [...excludedTerms].some( + (term) => + terms[term] === file || + titleTerms[term] === file || + (terms[term] || []).includes(file) || + (titleTerms[term] || []).includes(file) + ) + ) + break; + + // select one (max) score for the file. + const score = Math.max(...wordList.map((w) => scoreMap.get(file)[w])); + // add result to the result list + results.push([ + docNames[file], + titles[file], + "", + null, + score, + filenames[file], + ]); + } + return results; + }, + + /** + * helper function to return a node containing the + * search summary for a given text. keywords is a list + * of stemmed words. + */ + makeSearchSummary: (htmlText, keywords) => { + const text = Search.htmlToText(htmlText); + if (text === "") return null; + + const textLower = text.toLowerCase(); + const actualStartPosition = [...keywords] + .map((k) => textLower.indexOf(k.toLowerCase())) + .filter((i) => i > -1) + .slice(-1)[0]; + const startWithContext = Math.max(actualStartPosition - 120, 0); + + const top = startWithContext === 0 ? "" : "..."; + const tail = startWithContext + 240 < text.length ? "..." : ""; + + let summary = document.createElement("p"); + summary.classList.add("context"); + summary.textContent = top + text.substr(startWithContext, 240).trim() + tail; + + return summary; + }, +}; + +_ready(Search.init); diff --git a/docs/_static/skeleton.css b/docs/_static/skeleton.css new file mode 100644 index 0000000..467c878 --- /dev/null +++ b/docs/_static/skeleton.css @@ -0,0 +1,296 @@ +/* Some sane resets. */ +html { + height: 100%; +} + +body { + margin: 0; + min-height: 100%; +} + +/* All the flexbox magic! */ +body, +.sb-announcement, +.sb-content, +.sb-main, +.sb-container, +.sb-container__inner, +.sb-article-container, +.sb-footer-content, +.sb-header, +.sb-header-secondary, +.sb-footer { + display: flex; +} + +/* These order things vertically */ +body, +.sb-main, +.sb-article-container { + flex-direction: column; +} + +/* Put elements in the center */ +.sb-header, +.sb-header-secondary, +.sb-container, +.sb-content, +.sb-footer, +.sb-footer-content { + justify-content: center; +} +/* Put elements at the ends */ +.sb-article-container { + justify-content: space-between; +} + +/* These elements grow. */ +.sb-main, +.sb-content, +.sb-container, +article { + flex-grow: 1; +} + +/* Because padding making this wider is not fun */ +article { + box-sizing: border-box; +} + +/* The announcements element should never be wider than the page. */ +.sb-announcement { + max-width: 100%; +} + +.sb-sidebar-primary, +.sb-sidebar-secondary { + flex-shrink: 0; + width: 17rem; +} + +.sb-announcement__inner { + justify-content: center; + + box-sizing: border-box; + height: 3rem; + + overflow-x: auto; + white-space: nowrap; +} + +/* Sidebars, with checkbox-based toggle */ +.sb-sidebar-primary, +.sb-sidebar-secondary { + position: fixed; + height: 100%; + top: 0; +} + +.sb-sidebar-primary { + left: -17rem; + transition: left 250ms ease-in-out; +} +.sb-sidebar-secondary { + right: -17rem; + transition: right 250ms ease-in-out; +} + +.sb-sidebar-toggle { + display: none; +} +.sb-sidebar-overlay { + position: fixed; + top: 0; + width: 0; + height: 0; + + transition: width 0ms ease 250ms, height 0ms ease 250ms, opacity 250ms ease; + + opacity: 0; + background-color: rgba(0, 0, 0, 0.54); +} + +#sb-sidebar-toggle--primary:checked + ~ .sb-sidebar-overlay[for="sb-sidebar-toggle--primary"], +#sb-sidebar-toggle--secondary:checked + ~ .sb-sidebar-overlay[for="sb-sidebar-toggle--secondary"] { + width: 100%; + height: 100%; + opacity: 1; + transition: width 0ms ease, height 0ms ease, opacity 250ms ease; +} + +#sb-sidebar-toggle--primary:checked ~ .sb-container .sb-sidebar-primary { + left: 0; +} +#sb-sidebar-toggle--secondary:checked ~ .sb-container .sb-sidebar-secondary { + right: 0; +} + +/* Full-width mode */ +.drop-secondary-sidebar-for-full-width-content + .hide-when-secondary-sidebar-shown { + display: none !important; +} +.drop-secondary-sidebar-for-full-width-content .sb-sidebar-secondary { + display: none !important; +} + +/* Mobile views */ +.sb-page-width { + width: 100%; +} + +.sb-article-container, +.sb-footer-content__inner, +.drop-secondary-sidebar-for-full-width-content .sb-article, +.drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 100vw; +} + +.sb-article, +.match-content-width { + padding: 0 1rem; + box-sizing: border-box; +} + +@media (min-width: 32rem) { + .sb-article, + .match-content-width { + padding: 0 2rem; + } +} + +/* Tablet views */ +@media (min-width: 42rem) { + .sb-article-container { + width: auto; + } + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 42rem; + } + .sb-article, + .match-content-width { + width: 42rem; + } +} +@media (min-width: 46rem) { + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 46rem; + } + .sb-article, + .match-content-width { + width: 46rem; + } +} +@media (min-width: 50rem) { + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 50rem; + } + .sb-article, + .match-content-width { + width: 50rem; + } +} + +/* Tablet views */ +@media (min-width: 59rem) { + .sb-sidebar-secondary { + position: static; + } + .hide-when-secondary-sidebar-shown { + display: none !important; + } + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 59rem; + } + .sb-article, + .match-content-width { + width: 42rem; + } +} +@media (min-width: 63rem) { + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 63rem; + } + .sb-article, + .match-content-width { + width: 46rem; + } +} +@media (min-width: 67rem) { + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 67rem; + } + .sb-article, + .match-content-width { + width: 50rem; + } +} + +/* Desktop views */ +@media (min-width: 76rem) { + .sb-sidebar-primary { + position: static; + } + .hide-when-primary-sidebar-shown { + display: none !important; + } + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 59rem; + } + .sb-article, + .match-content-width { + width: 42rem; + } +} + +/* Full desktop views */ +@media (min-width: 80rem) { + .sb-article, + .match-content-width { + width: 46rem; + } + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 63rem; + } +} + +@media (min-width: 84rem) { + .sb-article, + .match-content-width { + width: 50rem; + } + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 67rem; + } +} + +@media (min-width: 88rem) { + .sb-footer-content__inner, + .drop-secondary-sidebar-for-full-width-content .sb-article, + .drop-secondary-sidebar-for-full-width-content .match-content-width { + width: 67rem; + } + .sb-page-width { + width: 88rem; + } +} diff --git a/docs/_static/sphinx_highlight.js b/docs/_static/sphinx_highlight.js new file mode 100644 index 0000000..aae669d --- /dev/null +++ b/docs/_static/sphinx_highlight.js @@ -0,0 +1,144 @@ +/* Highlighting utilities for Sphinx HTML documentation. */ +"use strict"; + +const SPHINX_HIGHLIGHT_ENABLED = true + +/** + * highlight a given string on a node by wrapping it in + * span elements with the given class name. + */ +const _highlight = (node, addItems, text, className) => { + if (node.nodeType === Node.TEXT_NODE) { + const val = node.nodeValue; + const parent = node.parentNode; + const pos = val.toLowerCase().indexOf(text); + if ( + pos >= 0 && + !parent.classList.contains(className) && + !parent.classList.contains("nohighlight") + ) { + let span; + + const closestNode = parent.closest("body, svg, foreignObject"); + const isInSVG = closestNode && closestNode.matches("svg"); + if (isInSVG) { + span = document.createElementNS("http://www.w3.org/2000/svg", "tspan"); + } else { + span = document.createElement("span"); + span.classList.add(className); + } + + span.appendChild(document.createTextNode(val.substr(pos, text.length))); + parent.insertBefore( + span, + parent.insertBefore( + document.createTextNode(val.substr(pos + text.length)), + node.nextSibling + ) + ); + node.nodeValue = val.substr(0, pos); + + if (isInSVG) { + const rect = document.createElementNS( + "http://www.w3.org/2000/svg", + "rect" + ); + const bbox = parent.getBBox(); + rect.x.baseVal.value = bbox.x; + rect.y.baseVal.value = bbox.y; + rect.width.baseVal.value = bbox.width; + rect.height.baseVal.value = bbox.height; + rect.setAttribute("class", className); + addItems.push({ parent: parent, target: rect }); + } + } + } else if (node.matches && !node.matches("button, select, textarea")) { + node.childNodes.forEach((el) => _highlight(el, addItems, text, className)); + } +}; +const _highlightText = (thisNode, text, className) => { + let addItems = []; + _highlight(thisNode, addItems, text, className); + addItems.forEach((obj) => + obj.parent.insertAdjacentElement("beforebegin", obj.target) + ); +}; + +/** + * Small JavaScript module for the documentation. + */ +const SphinxHighlight = { + + /** + * highlight the search words provided in localstorage in the text + */ + highlightSearchWords: () => { + if (!SPHINX_HIGHLIGHT_ENABLED) return; // bail if no highlight + + // get and clear terms from localstorage + const url = new URL(window.location); + const highlight = + localStorage.getItem("sphinx_highlight_terms") + || url.searchParams.get("highlight") + || ""; + localStorage.removeItem("sphinx_highlight_terms") + url.searchParams.delete("highlight"); + window.history.replaceState({}, "", url); + + // get individual terms from highlight string + const terms = highlight.toLowerCase().split(/\s+/).filter(x => x); + if (terms.length === 0) return; // nothing to do + + // There should never be more than one element matching "div.body" + const divBody = document.querySelectorAll("div.body"); + const body = divBody.length ? divBody[0] : document.querySelector("body"); + window.setTimeout(() => { + terms.forEach((term) => _highlightText(body, term, "highlighted")); + }, 10); + + const searchBox = document.getElementById("searchbox"); + if (searchBox === null) return; + searchBox.appendChild( + document + .createRange() + .createContextualFragment( + '" + ) + ); + }, + + /** + * helper function to hide the search marks again + */ + hideSearchWords: () => { + document + .querySelectorAll("#searchbox .highlight-link") + .forEach((el) => el.remove()); + document + .querySelectorAll("span.highlighted") + .forEach((el) => el.classList.remove("highlighted")); + localStorage.removeItem("sphinx_highlight_terms") + }, + + initEscapeListener: () => { + // only install a listener if it is really needed + if (!DOCUMENTATION_OPTIONS.ENABLE_SEARCH_SHORTCUTS) return; + + document.addEventListener("keydown", (event) => { + // bail for input elements + if (BLACKLISTED_KEY_CONTROL_ELEMENTS.has(document.activeElement.tagName)) return; + // bail with special keys + if (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey) return; + if (DOCUMENTATION_OPTIONS.ENABLE_SEARCH_SHORTCUTS && (event.key === "Escape")) { + SphinxHighlight.hideSearchWords(); + event.preventDefault(); + } + }); + }, +}; + +_ready(SphinxHighlight.highlightSearchWords); +_ready(SphinxHighlight.initEscapeListener); diff --git 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Correct the color inheritance from `fieldset` elements in IE.\n * 3. Remove the padding so developers are not caught out when they zero out\n * `fieldset` elements in all browsers.\n */\n\nlegend {\n box-sizing: border-box; /* 1 */\n color: inherit; /* 2 */\n display: table; /* 1 */\n max-width: 100%; /* 1 */\n padding: 0; /* 3 */\n white-space: normal; /* 1 */\n}\n\n/**\n * Add the correct vertical alignment in Chrome, Firefox, and Opera.\n */\n\nprogress {\n vertical-align: baseline;\n}\n\n/**\n * Remove the default vertical scrollbar in IE 10+.\n */\n\ntextarea {\n overflow: auto;\n}\n\n/**\n * 1. Add the correct box sizing in IE 10.\n * 2. Remove the padding in IE 10.\n */\n\n[type=\"checkbox\"],\n[type=\"radio\"] {\n box-sizing: border-box; /* 1 */\n padding: 0; /* 2 */\n}\n\n/**\n * Correct the cursor style of increment and decrement buttons in Chrome.\n */\n\n[type=\"number\"]::-webkit-inner-spin-button,\n[type=\"number\"]::-webkit-outer-spin-button {\n height: auto;\n}\n\n/**\n * 1. Correct the odd appearance in Chrome and Safari.\n * 2. Correct the outline style in Safari.\n */\n\n[type=\"search\"] {\n -webkit-appearance: textfield; /* 1 */\n outline-offset: -2px; /* 2 */\n}\n\n/**\n * Remove the inner padding in Chrome and Safari on macOS.\n */\n\n[type=\"search\"]::-webkit-search-decoration {\n -webkit-appearance: none;\n}\n\n/**\n * 1. Correct the inability to style clickable types in iOS and Safari.\n * 2. Change font properties to `inherit` in Safari.\n */\n\n::-webkit-file-upload-button {\n -webkit-appearance: button; /* 1 */\n font: inherit; /* 2 */\n}\n\n/* Interactive\n ========================================================================== */\n\n/*\n * Add the correct display in Edge, IE 10+, and Firefox.\n */\n\ndetails {\n display: block;\n}\n\n/*\n * Add the correct display in all browsers.\n */\n\nsummary {\n display: list-item;\n}\n\n/* Misc\n ========================================================================== */\n\n/**\n * Add the correct display in IE 10+.\n */\n\ntemplate {\n display: none;\n}\n\n/**\n * Add the correct display in IE 10.\n */\n\n[hidden] {\n display: none;\n}\n","// This file contains styles for managing print media.\n\n////////////////////////////////////////////////////////////////////////////////\n// Hide elements not relevant to print media.\n////////////////////////////////////////////////////////////////////////////////\n@media print\n // Hide icon container.\n .content-icon-container\n display: none !important\n\n // Hide showing header links if hovering over when printing.\n .headerlink\n display: none !important\n\n // Hide mobile header.\n .mobile-header\n display: none !important\n\n // Hide navigation links.\n .related-pages\n display: none !important\n\n////////////////////////////////////////////////////////////////////////////////\n// Tweaks related to decolorization.\n////////////////////////////////////////////////////////////////////////////////\n@media print\n // Apply a border around code which no longer have a color background.\n .highlight\n border: 0.1pt solid var(--color-foreground-border)\n\n////////////////////////////////////////////////////////////////////////////////\n// Avoid page break in some relevant cases.\n////////////////////////////////////////////////////////////////////////////////\n@media print\n ul, ol, dl, a, table, pre, blockquote\n page-break-inside: avoid\n\n h1, h2, h3, h4, h5, h6, img, figure, caption\n page-break-inside: avoid\n page-break-after: avoid\n\n ul, ol, dl\n page-break-before: avoid\n",".visually-hidden\n position: absolute !important\n width: 1px !important\n height: 1px !important\n padding: 0 !important\n margin: -1px !important\n overflow: hidden !important\n clip: rect(0,0,0,0) !important\n white-space: nowrap !important\n border: 0 !important\n\n:-moz-focusring\n outline: auto\n","// This file serves as the \"skeleton\" of the theming logic.\n//\n// This contains the bulk of the logic for handling dark mode, color scheme\n// toggling and the handling of color-scheme-specific hiding of elements.\n\nbody\n @include fonts\n @include spacing\n @include icons\n @include admonitions\n @include default-admonition(#651fff, \"abstract\")\n @include default-topic(#14B8A6, \"pencil\")\n\n @include colors\n\n.only-light\n display: block !important\nhtml body .only-dark\n display: none !important\n\n// Ignore dark-mode hints if print media.\n@media not print\n // Enable dark-mode, if requested.\n body[data-theme=\"dark\"]\n @include colors-dark\n\n html & .only-light\n display: none !important\n .only-dark\n display: block !important\n\n // Enable dark mode, unless explicitly told to avoid.\n @media (prefers-color-scheme: dark)\n body:not([data-theme=\"light\"])\n @include colors-dark\n\n html & .only-light\n display: none !important\n .only-dark\n display: block !important\n\n//\n// Theme toggle presentation\n//\nbody[data-theme=\"auto\"]\n .theme-toggle svg.theme-icon-when-auto\n display: block\n\nbody[data-theme=\"dark\"]\n .theme-toggle svg.theme-icon-when-dark\n display: block\n\nbody[data-theme=\"light\"]\n .theme-toggle svg.theme-icon-when-light\n display: block\n","// Fonts used by this theme.\n//\n// There are basically two things here -- using the system font stack and\n// defining sizes for various elements in %ages. We could have also used `em`\n// but %age is easier to reason about for me.\n\n@mixin fonts {\n // These are adapted from https://systemfontstack.com/\n --font-stack: -apple-system, BlinkMacSystemFont, Segoe UI, Helvetica, Arial,\n sans-serif, Apple Color Emoji, Segoe UI Emoji;\n --font-stack--monospace: \"SFMono-Regular\", Menlo, Consolas, Monaco,\n Liberation Mono, Lucida Console, monospace;\n\n --font-size--normal: 100%;\n --font-size--small: 87.5%;\n --font-size--small--2: 81.25%;\n --font-size--small--3: 75%;\n --font-size--small--4: 62.5%;\n\n // Sidebar\n --sidebar-caption-font-size: var(--font-size--small--2);\n --sidebar-item-font-size: var(--font-size--small);\n --sidebar-search-input-font-size: var(--font-size--small);\n\n // Table of Contents\n --toc-font-size: var(--font-size--small--3);\n --toc-font-size--mobile: var(--font-size--normal);\n --toc-title-font-size: var(--font-size--small--4);\n\n // Admonitions\n //\n // These aren't defined in terms of %ages, since nesting these is permitted.\n --admonition-font-size: 0.8125rem;\n --admonition-title-font-size: 0.8125rem;\n\n // Code\n --code-font-size: var(--font-size--small--2);\n\n // API\n --api-font-size: var(--font-size--small);\n}\n","// Spacing for various elements on the page\n//\n// If the user wants to tweak things in a certain way, they are permitted to.\n// They also have to deal with the consequences though!\n\n@mixin spacing {\n // Header!\n --header-height: calc(\n var(--sidebar-item-line-height) + 4 * #{var(--sidebar-item-spacing-vertical)}\n );\n --header-padding: 0.5rem;\n\n // Sidebar\n --sidebar-tree-space-above: 1.5rem;\n --sidebar-caption-space-above: 1rem;\n\n --sidebar-item-line-height: 1rem;\n --sidebar-item-spacing-vertical: 0.5rem;\n --sidebar-item-spacing-horizontal: 1rem;\n --sidebar-item-height: calc(\n var(--sidebar-item-line-height) + 2 *#{var(--sidebar-item-spacing-vertical)}\n );\n\n --sidebar-expander-width: var(--sidebar-item-height); // be square\n\n --sidebar-search-space-above: 0.5rem;\n --sidebar-search-input-spacing-vertical: 0.5rem;\n --sidebar-search-input-spacing-horizontal: 0.5rem;\n --sidebar-search-input-height: 1rem;\n --sidebar-search-icon-size: var(--sidebar-search-input-height);\n\n // Table of Contents\n --toc-title-padding: 0.25rem 0;\n --toc-spacing-vertical: 1.5rem;\n --toc-spacing-horizontal: 1.5rem;\n --toc-item-spacing-vertical: 0.4rem;\n --toc-item-spacing-horizontal: 1rem;\n}\n","// Expose theme icons as CSS variables.\n\n$icons: (\n // Adapted from tabler-icons\n // url: https://tablericons.com/\n \"search\":\n url('data:image/svg+xml;charset=utf-8,'),\n // Factored out from mkdocs-material on 24-Aug-2020.\n // url: https://squidfunk.github.io/mkdocs-material/reference/admonitions/\n \"pencil\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"abstract\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"info\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"flame\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"question\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"warning\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"failure\":\n url('data:image/svg+xml;charset=utf-8,'),\n \"spark\":\n url('data:image/svg+xml;charset=utf-8,')\n);\n\n@mixin icons {\n @each $name, $glyph in $icons {\n --icon-#{$name}: #{$glyph};\n }\n}\n","// Admonitions\n\n// Structure of these is:\n// admonition-class: color \"icon-name\";\n//\n// The colors are translated into CSS variables below. The icons are\n// used directly in the main declarations to set the `mask-image` in\n// the title.\n\n// prettier-ignore\n$admonitions: (\n // Each of these has an reST directives for it.\n \"caution\": #ff9100 \"spark\",\n \"warning\": #ff9100 \"warning\",\n \"danger\": #ff5252 \"spark\",\n \"attention\": #ff5252 \"warning\",\n \"error\": #ff5252 \"failure\",\n \"hint\": #00c852 \"question\",\n \"tip\": #00c852 \"info\",\n \"important\": #00bfa5 \"flame\",\n \"note\": #00b0ff \"pencil\",\n \"seealso\": #448aff \"info\",\n \"admonition-todo\": #808080 \"pencil\"\n);\n\n@mixin default-admonition($color, $icon-name) {\n --color-admonition-title: #{$color};\n --color-admonition-title-background: #{rgba($color, 0.2)};\n\n --icon-admonition-default: var(--icon-#{$icon-name});\n}\n\n@mixin default-topic($color, $icon-name) {\n --color-topic-title: #{$color};\n --color-topic-title-background: #{rgba($color, 0.2)};\n\n --icon-topic-default: var(--icon-#{$icon-name});\n}\n\n@mixin admonitions {\n @each $name, $values in $admonitions {\n --color-admonition-title--#{$name}: #{nth($values, 1)};\n --color-admonition-title-background--#{$name}: #{rgba(\n nth($values, 1),\n 0.2\n )};\n }\n}\n","// Colors used throughout this theme.\n//\n// The aim is to give the user more control. Thus, instead of hard-coding colors\n// in various parts of the stylesheet, the approach taken is to define all\n// colors as CSS variables and reusing them in all the places.\n//\n// `colors-dark` depends on `colors` being included at a lower specificity.\n\n@mixin colors {\n --color-problematic: #b30000;\n\n // Base Colors\n --color-foreground-primary: black; // for main text and headings\n --color-foreground-secondary: #5a5c63; // for secondary text\n --color-foreground-muted: #646776; // for muted text\n --color-foreground-border: #878787; // for content borders\n\n --color-background-primary: white; // for content\n --color-background-secondary: #f8f9fb; // for navigation + ToC\n --color-background-hover: #efeff4ff; // for navigation-item hover\n --color-background-hover--transparent: #efeff400;\n --color-background-border: #eeebee; // for UI borders\n --color-background-item: #ccc; // for \"background\" items (eg: copybutton)\n\n // Announcements\n --color-announcement-background: #000000dd;\n --color-announcement-text: #eeebee;\n\n // Brand colors\n --color-brand-primary: #2962ff;\n --color-brand-content: #2a5adf;\n\n // API documentation\n --color-api-background: var(--color-background-hover--transparent);\n --color-api-background-hover: var(--color-background-hover);\n --color-api-overall: var(--color-foreground-secondary);\n --color-api-name: var(--color-problematic);\n --color-api-pre-name: var(--color-problematic);\n --color-api-paren: var(--color-foreground-secondary);\n --color-api-keyword: var(--color-foreground-primary);\n --color-highlight-on-target: #ffffcc;\n\n // Inline code background\n --color-inline-code-background: var(--color-background-secondary);\n\n // Highlighted text (search)\n --color-highlighted-background: #ddeeff;\n --color-highlighted-text: var(--color-foreground-primary);\n\n // GUI Labels\n --color-guilabel-background: #ddeeff80;\n --color-guilabel-border: #bedaf580;\n --color-guilabel-text: var(--color-foreground-primary);\n\n // Admonitions!\n --color-admonition-background: transparent;\n\n //////////////////////////////////////////////////////////////////////////////\n // Everything below this should be one of:\n // - var(...)\n // - *-gradient(...)\n // - special literal values (eg: transparent, none)\n //////////////////////////////////////////////////////////////////////////////\n\n // Tables\n --color-table-header-background: var(--color-background-secondary);\n --color-table-border: var(--color-background-border);\n\n // Cards\n --color-card-border: var(--color-background-secondary);\n --color-card-background: transparent;\n --color-card-marginals-background: var(--color-background-secondary);\n\n // Header\n --color-header-background: var(--color-background-primary);\n --color-header-border: var(--color-background-border);\n --color-header-text: var(--color-foreground-primary);\n\n // Sidebar (left)\n --color-sidebar-background: var(--color-background-secondary);\n --color-sidebar-background-border: var(--color-background-border);\n\n --color-sidebar-brand-text: var(--color-foreground-primary);\n --color-sidebar-caption-text: var(--color-foreground-muted);\n --color-sidebar-link-text: var(--color-foreground-secondary);\n --color-sidebar-link-text--top-level: var(--color-brand-primary);\n\n --color-sidebar-item-background: var(--color-sidebar-background);\n --color-sidebar-item-background--current: var(\n --color-sidebar-item-background\n );\n --color-sidebar-item-background--hover: linear-gradient(\n 90deg,\n var(--color-background-hover--transparent) 0%,\n var(--color-background-hover) var(--sidebar-item-spacing-horizontal),\n var(--color-background-hover) 100%\n );\n\n --color-sidebar-item-expander-background: transparent;\n --color-sidebar-item-expander-background--hover: var(\n --color-background-hover\n );\n\n --color-sidebar-search-text: var(--color-foreground-primary);\n --color-sidebar-search-background: var(--color-background-secondary);\n --color-sidebar-search-background--focus: var(--color-background-primary);\n --color-sidebar-search-border: var(--color-background-border);\n --color-sidebar-search-icon: var(--color-foreground-muted);\n\n // Table of Contents (right)\n --color-toc-background: var(--color-background-primary);\n --color-toc-title-text: var(--color-foreground-muted);\n --color-toc-item-text: var(--color-foreground-secondary);\n --color-toc-item-text--hover: var(--color-foreground-primary);\n --color-toc-item-text--active: var(--color-brand-primary);\n\n // Actual page contents\n --color-content-foreground: var(--color-foreground-primary);\n --color-content-background: transparent;\n\n // Links\n --color-link: var(--color-brand-content);\n --color-link--hover: var(--color-brand-content);\n --color-link-underline: var(--color-background-border);\n --color-link-underline--hover: var(--color-foreground-border);\n}\n\n@mixin colors-dark {\n --color-problematic: #ee5151;\n\n // Base Colors\n --color-foreground-primary: #ffffffcc; // for main text and headings\n --color-foreground-secondary: #9ca0a5; // for secondary text\n --color-foreground-muted: #81868d; // for muted text\n --color-foreground-border: #666666; // for content borders\n\n --color-background-primary: #131416; // for content\n --color-background-secondary: #1a1c1e; // for navigation + ToC\n --color-background-hover: #1e2124ff; // for navigation-item hover\n --color-background-hover--transparent: #1e212400;\n --color-background-border: #303335; // for UI borders\n --color-background-item: #444; // for \"background\" items (eg: copybutton)\n\n // Announcements\n --color-announcement-background: #000000dd;\n --color-announcement-text: #eeebee;\n\n // Brand colors\n --color-brand-primary: #2b8cee;\n --color-brand-content: #368ce2;\n\n // Highlighted text (search)\n --color-highlighted-background: #083563;\n\n // GUI Labels\n --color-guilabel-background: #08356380;\n --color-guilabel-border: #13395f80;\n\n // API documentation\n --color-api-keyword: var(--color-foreground-secondary);\n --color-highlight-on-target: #333300;\n\n // Admonitions\n --color-admonition-background: #18181a;\n\n // Cards\n --color-card-border: var(--color-background-secondary);\n --color-card-background: #18181a;\n --color-card-marginals-background: var(--color-background-hover);\n}\n","// This file contains the styling for making the content throughout the page,\n// including fonts, paragraphs, headings and spacing among these elements.\n\nbody\n font-family: var(--font-stack)\npre,\ncode,\nkbd,\nsamp\n font-family: var(--font-stack--monospace)\n\n// Make fonts look slightly nicer.\nbody\n -webkit-font-smoothing: antialiased\n -moz-osx-font-smoothing: grayscale\n\n// Line height from Bootstrap 4.1\narticle\n line-height: 1.5\n\n//\n// Headings\n//\nh1,\nh2,\nh3,\nh4,\nh5,\nh6\n line-height: 1.25\n font-weight: bold\n\n border-radius: 0.5rem\n margin-top: 0.5rem\n margin-bottom: 0.5rem\n margin-left: -0.5rem\n margin-right: -0.5rem\n padding-left: 0.5rem\n padding-right: 0.5rem\n\n + p\n margin-top: 0\n\nh1\n font-size: 2.5em\n margin-top: 1.75rem\n margin-bottom: 1rem\nh2\n font-size: 2em\n margin-top: 1.75rem\nh3\n font-size: 1.5em\nh4\n font-size: 1.25em\nh5\n font-size: 1.125em\nh6\n font-size: 1em\n\nsmall\n opacity: 75%\n font-size: 80%\n\n// Paragraph\np\n margin-top: 0.5rem\n margin-bottom: 0.75rem\n\n// Horizontal rules\nhr.docutils\n height: 1px\n padding: 0\n margin: 2rem 0\n background-color: var(--color-background-border)\n border: 0\n\n.centered\n text-align: center\n\n// Links\na\n text-decoration: underline\n\n color: var(--color-link)\n text-decoration-color: var(--color-link-underline)\n\n &:hover\n color: var(--color-link--hover)\n text-decoration-color: var(--color-link-underline--hover)\n &.muted-link\n color: inherit\n &:hover\n color: var(--color-link)\n text-decoration-color: var(--color-link-underline--hover)\n","// This file contains the styles for the overall layouting of the documentation\n// skeleton, including the responsive changes as well as sidebar toggles.\n//\n// This is implemented as a mobile-last design, which isn't ideal, but it is\n// reasonably good-enough and I got pretty tired by the time I'd finished this\n// to move the rules around to fix this. Shouldn't take more than 3-4 hours,\n// if you know what you're doing tho.\n\n// HACK: Not all browsers account for the scrollbar width in media queries.\n// This results in horizontal scrollbars in the breakpoint where we go\n// from displaying everything to hiding the ToC. We accomodate for this by\n// adding a bit of padding to the TOC drawer, disabling the horizontal\n// scrollbar and allowing the scrollbars to cover the padding.\n// https://www.456bereastreet.com/archive/201301/media_query_width_and_vertical_scrollbars/\n\n// HACK: Always having the scrollbar visible, prevents certain browsers from\n// causing the content to stutter horizontally between taller-than-viewport and\n// not-taller-than-viewport pages.\n\nhtml\n overflow-x: hidden\n overflow-y: scroll\n scroll-behavior: smooth\n\n.sidebar-scroll, .toc-scroll, article[role=main] *\n // Override Firefox scrollbar style\n scrollbar-width: thin\n scrollbar-color: var(--color-foreground-border) transparent\n\n // Override Chrome scrollbar styles\n &::-webkit-scrollbar\n width: 0.25rem\n height: 0.25rem\n &::-webkit-scrollbar-thumb\n background-color: var(--color-foreground-border)\n border-radius: 0.125rem\n\n//\n// Overalls\n//\nhtml,\nbody\n height: 100%\n color: var(--color-foreground-primary)\n background: var(--color-background-primary)\n\narticle\n color: var(--color-content-foreground)\n background: var(--color-content-background)\n overflow-wrap: break-word\n\n.page\n display: flex\n // fill the viewport for pages with little content.\n min-height: 100%\n\n.mobile-header\n width: 100%\n height: var(--header-height)\n background-color: var(--color-header-background)\n color: var(--color-header-text)\n border-bottom: 1px solid var(--color-header-border)\n\n // Looks like sub-script/super-script have this, and we need this to\n // be \"on top\" of those.\n z-index: 10\n\n // We don't show the header on large screens.\n display: none\n\n // Add shadow when scrolled\n &.scrolled\n border-bottom: none\n box-shadow: 0 0 0.2rem rgba(0, 0, 0, 0.1), 0 0.2rem 0.4rem rgba(0, 0, 0, 0.2)\n\n .header-center\n a\n color: var(--color-header-text)\n text-decoration: none\n\n.main\n display: flex\n flex: 1\n\n// Sidebar (left) also covers the entire left portion of screen.\n.sidebar-drawer\n box-sizing: border-box\n\n border-right: 1px solid var(--color-sidebar-background-border)\n background: var(--color-sidebar-background)\n\n display: flex\n justify-content: flex-end\n // These next two lines took me two days to figure out.\n width: calc((100% - #{$full-width}) / 2 + #{$sidebar-width})\n min-width: $sidebar-width\n\n// Scroll-along sidebars\n.sidebar-container,\n.toc-drawer\n box-sizing: border-box\n width: $sidebar-width\n\n.toc-drawer\n background: var(--color-toc-background)\n // See HACK described on top of this document\n padding-right: 1rem\n\n.sidebar-sticky,\n.toc-sticky\n position: sticky\n top: 0\n height: min(100%, 100vh)\n height: 100vh\n\n display: flex\n flex-direction: column\n\n.sidebar-scroll,\n.toc-scroll\n flex-grow: 1\n flex-shrink: 1\n\n overflow: auto\n scroll-behavior: smooth\n\n// Central items.\n.content\n padding: 0 $content-padding\n width: $content-width\n\n display: flex\n flex-direction: column\n justify-content: space-between\n\n.icon\n display: inline-block\n height: 1rem\n width: 1rem\n svg\n width: 100%\n height: 100%\n\n//\n// Accommodate announcement banner\n//\n.announcement\n background-color: var(--color-announcement-background)\n color: var(--color-announcement-text)\n\n height: var(--header-height)\n display: flex\n align-items: center\n overflow-x: auto\n & + .page\n min-height: calc(100% - var(--header-height))\n\n.announcement-content\n box-sizing: border-box\n padding: 0.5rem\n min-width: 100%\n white-space: nowrap\n text-align: center\n\n a\n color: var(--color-announcement-text)\n text-decoration-color: var(--color-announcement-text)\n\n &:hover\n color: var(--color-announcement-text)\n text-decoration-color: var(--color-link--hover)\n\n////////////////////////////////////////////////////////////////////////////////\n// Toggles for theme\n////////////////////////////////////////////////////////////////////////////////\n.no-js .theme-toggle-container // don't show theme toggle if there's no JS\n display: none\n\n.theme-toggle-container\n vertical-align: middle\n\n.theme-toggle\n cursor: pointer\n border: none\n padding: 0\n background: transparent\n\n.theme-toggle svg\n vertical-align: middle\n height: 1rem\n width: 1rem\n color: var(--color-foreground-primary)\n display: none\n\n.theme-toggle-header\n float: left\n padding: 1rem 0.5rem\n\n////////////////////////////////////////////////////////////////////////////////\n// Toggles for elements\n////////////////////////////////////////////////////////////////////////////////\n.toc-overlay-icon, .nav-overlay-icon\n display: none\n cursor: pointer\n\n .icon\n color: var(--color-foreground-secondary)\n height: 1rem\n width: 1rem\n\n.toc-header-icon, .nav-overlay-icon\n // for when we set display: flex\n justify-content: center\n align-items: center\n\n.toc-content-icon\n height: 1.5rem\n width: 1.5rem\n\n.content-icon-container\n float: right\n display: flex\n margin-top: 1.5rem\n margin-left: 1rem\n margin-bottom: 1rem\n gap: 0.5rem\n\n .edit-this-page svg\n color: inherit\n height: 1rem\n width: 1rem\n\n.sidebar-toggle\n position: absolute\n display: none\n// \n.sidebar-toggle[name=\"__toc\"]\n left: 20px\n.sidebar-toggle:checked\n left: 40px\n// \n\n.overlay\n position: fixed\n top: 0\n width: 0\n height: 0\n\n transition: width 0ms, height 0ms, opacity 250ms ease-out\n\n opacity: 0\n background-color: rgba(0, 0, 0, 0.54)\n.sidebar-overlay\n z-index: 20\n.toc-overlay\n z-index: 40\n\n// Keep things on top and smooth.\n.sidebar-drawer\n z-index: 30\n transition: left 250ms ease-in-out\n.toc-drawer\n z-index: 50\n transition: right 250ms ease-in-out\n\n// Show the Sidebar\n#__navigation:checked\n & ~ .sidebar-overlay\n width: 100%\n height: 100%\n opacity: 1\n & ~ .page\n .sidebar-drawer\n top: 0\n left: 0\n // Show the toc sidebar\n#__toc:checked\n & ~ .toc-overlay\n width: 100%\n height: 100%\n opacity: 1\n & ~ .page\n .toc-drawer\n top: 0\n right: 0\n\n////////////////////////////////////////////////////////////////////////////////\n// Back to top\n////////////////////////////////////////////////////////////////////////////////\n.back-to-top\n text-decoration: none\n\n display: none\n position: fixed\n left: 0\n top: 1rem\n padding: 0.5rem\n padding-right: 0.75rem\n border-radius: 1rem\n font-size: 0.8125rem\n\n background: var(--color-background-primary)\n box-shadow: 0 0.2rem 0.5rem rgba(0, 0, 0, 0.05), #6b728080 0px 0px 1px 0px\n\n z-index: 10\n\n margin-left: 50%\n transform: translateX(-50%)\n svg\n height: 1rem\n width: 1rem\n fill: currentColor\n display: inline-block\n\n span\n margin-left: 0.25rem\n\n .show-back-to-top &\n display: flex\n align-items: center\n\n////////////////////////////////////////////////////////////////////////////////\n// Responsive layouting\n////////////////////////////////////////////////////////////////////////////////\n// Make things a bit bigger on bigger screens.\n@media (min-width: $full-width + $sidebar-width)\n html\n font-size: 110%\n\n@media (max-width: $full-width)\n // Collapse \"toc\" into the icon.\n .toc-content-icon\n display: flex\n .toc-drawer\n position: fixed\n height: 100vh\n top: 0\n right: -$sidebar-width\n border-left: 1px solid var(--color-background-muted)\n .toc-tree\n border-left: none\n font-size: var(--toc-font-size--mobile)\n\n // Accomodate for a changed content width.\n .sidebar-drawer\n width: calc((100% - #{$full-width - $sidebar-width}) / 2 + #{$sidebar-width})\n\n@media (max-width: $full-width - $sidebar-width)\n // Collapse \"navigation\".\n .nav-overlay-icon\n display: flex\n .sidebar-drawer\n position: fixed\n height: 100vh\n width: $sidebar-width\n\n top: 0\n left: -$sidebar-width\n\n // Swap which icon is visible.\n .toc-header-icon\n display: flex\n .toc-content-icon, .theme-toggle-content\n display: none\n .theme-toggle-header\n display: block\n\n // Show the header.\n .mobile-header\n position: sticky\n top: 0\n display: flex\n justify-content: space-between\n align-items: center\n\n .header-left,\n .header-right\n display: flex\n height: var(--header-height)\n padding: 0 var(--header-padding)\n label\n height: 100%\n width: 100%\n user-select: none\n\n .nav-overlay-icon .icon,\n .theme-toggle svg\n height: 1.25rem\n width: 1.25rem\n\n // Add a scroll margin for the content\n :target\n scroll-margin-top: var(--header-height)\n\n // Show back-to-top below the header\n .back-to-top\n top: calc(var(--header-height) + 0.5rem)\n\n // Center the page, and accommodate for the header.\n .page\n flex-direction: column\n justify-content: center\n .content\n margin-left: auto\n margin-right: auto\n\n@media (max-width: $content-width + 2* $content-padding)\n // Content should respect window limits.\n .content\n width: 100%\n overflow-x: auto\n\n@media (max-width: $content-width)\n .content\n padding: 0 $content-padding--small\n // Don't float sidebars to the right.\n article aside.sidebar\n float: none\n width: 100%\n margin: 1rem 0\n","//\n// The design here is strongly inspired by mkdocs-material.\n.admonition, .topic\n margin: 1rem auto\n padding: 0 0.5rem 0.5rem 0.5rem\n\n background: var(--color-admonition-background)\n\n border-radius: 0.2rem\n box-shadow: 0 0.2rem 0.5rem rgba(0, 0, 0, 0.05), 0 0 0.0625rem rgba(0, 0, 0, 0.1)\n\n font-size: var(--admonition-font-size)\n\n overflow: hidden\n page-break-inside: avoid\n\n // First element should have no margin, since the title has it.\n > :nth-child(2)\n margin-top: 0\n\n // Last item should have no margin, since we'll control that w/ padding\n > :last-child\n margin-bottom: 0\n\n.admonition p.admonition-title,\np.topic-title\n position: relative\n margin: 0 -0.5rem 0.5rem\n padding-left: 2rem\n padding-right: .5rem\n padding-top: .4rem\n padding-bottom: .4rem\n\n font-weight: 500\n font-size: var(--admonition-title-font-size)\n line-height: 1.3\n\n // Our fancy icon\n &::before\n content: \"\"\n position: absolute\n left: 0.5rem\n width: 1rem\n height: 1rem\n\n// Default styles\np.admonition-title\n background-color: var(--color-admonition-title-background)\n &::before\n background-color: var(--color-admonition-title)\n mask-image: var(--icon-admonition-default)\n mask-repeat: no-repeat\n\np.topic-title\n background-color: var(--color-topic-title-background)\n &::before\n background-color: var(--color-topic-title)\n mask-image: var(--icon-topic-default)\n mask-repeat: no-repeat\n\n//\n// Variants\n//\n.admonition\n border-left: 0.2rem solid var(--color-admonition-title)\n\n @each $type, $value in $admonitions\n &.#{$type}\n border-left-color: var(--color-admonition-title--#{$type})\n > .admonition-title\n background-color: var(--color-admonition-title-background--#{$type})\n &::before\n background-color: var(--color-admonition-title--#{$type})\n mask-image: var(--icon-#{nth($value, 2)})\n\n.admonition-todo > .admonition-title\n text-transform: uppercase\n","// This file stylizes the API documentation (stuff generated by autodoc). It's\n// deeply nested due to how autodoc structures the HTML without enough classes\n// to select the relevant items.\n\n// API docs!\ndl[class]:not(.option-list):not(.field-list):not(.footnote):not(.glossary):not(.simple)\n // Tweak the spacing of all the things!\n dd\n margin-left: 2rem\n > :first-child\n margin-top: 0.125rem\n > :last-child\n margin-bottom: 0.75rem\n\n // This is used for the arguments\n .field-list\n margin-bottom: 0.75rem\n\n // \"Headings\" (like \"Parameters\" and \"Return\")\n > dt\n text-transform: uppercase\n font-size: var(--font-size--small)\n\n dd:empty\n margin-bottom: 0.5rem\n dd > ul\n margin-left: -1.2rem\n > li\n > p:nth-child(2)\n margin-top: 0\n // When the last-empty-paragraph follows a paragraph, it doesn't need\n // to augument the existing spacing.\n > p + p:last-child:empty\n margin-top: 0\n margin-bottom: 0\n\n // Colorize the elements\n > dt\n color: var(--color-api-overall)\n\n.sig:not(.sig-inline)\n font-weight: bold\n\n font-size: var(--api-font-size)\n font-family: var(--font-stack--monospace)\n\n margin-left: -0.25rem\n margin-right: -0.25rem\n padding-top: 0.25rem\n padding-bottom: 0.25rem\n padding-right: 0.5rem\n\n // These are intentionally em, to properly match the font size.\n padding-left: 3em\n text-indent: -2.5em\n\n border-radius: 0.25rem\n\n background: var(--color-api-background)\n transition: background 100ms ease-out\n\n &:hover\n background: var(--color-api-background-hover)\n\n // adjust the size of the [source] link on the right.\n a.reference\n .viewcode-link\n font-weight: normal\n width: 3.5rem\n\nem.property\n font-style: normal\n &:first-child\n color: var(--color-api-keyword)\n.sig-name\n color: var(--color-api-name)\n.sig-prename\n font-weight: normal\n color: var(--color-api-pre-name)\n.sig-paren\n color: var(--color-api-paren)\n.sig-param\n font-style: normal\n\n.versionmodified\n font-style: italic\ndiv.versionadded, div.versionchanged, div.deprecated\n p\n margin-top: 0.125rem\n margin-bottom: 0.125rem\n\n// Align the [docs] and [source] to the right.\n.viewcode-link, .viewcode-back\n float: right\n text-align: right\n",".line-block\n margin-top: 0.5rem\n margin-bottom: 0.75rem\n .line-block\n margin-top: 0rem\n margin-bottom: 0rem\n padding-left: 1rem\n","// Captions\narticle p.caption,\ntable > caption,\n.code-block-caption\n font-size: var(--font-size--small)\n text-align: center\n\n// Caption above a TOCTree\n.toctree-wrapper.compound\n .caption, :not(.caption) > .caption-text\n font-size: var(--font-size--small)\n text-transform: uppercase\n\n text-align: initial\n margin-bottom: 0\n\n > ul\n margin-top: 0\n margin-bottom: 0\n","// Inline code\ncode.literal, .sig-inline\n background: var(--color-inline-code-background)\n border-radius: 0.2em\n // Make the font smaller, and use padding to recover.\n font-size: var(--font-size--small--2)\n padding: 0.1em 0.2em\n\n pre.literal-block &\n font-size: inherit\n padding: 0\n\n p &\n border: 1px solid var(--color-background-border)\n\n.sig-inline\n font-family: var(--font-stack--monospace)\n\n// Code and Literal Blocks\n$code-spacing-vertical: 0.625rem\n$code-spacing-horizontal: 0.875rem\n\n// Wraps every literal block + line numbers.\ndiv[class*=\" highlight-\"],\ndiv[class^=\"highlight-\"]\n margin: 1em 0\n display: flex\n\n .table-wrapper\n margin: 0\n padding: 0\n\npre\n margin: 0\n padding: 0\n overflow: auto\n\n // Needed to have more specificity than pygments' \"pre\" selector. :(\n article[role=\"main\"] .highlight &\n line-height: 1.5\n\n &.literal-block,\n .highlight &\n font-size: var(--code-font-size)\n padding: $code-spacing-vertical $code-spacing-horizontal\n\n // Make it look like all the other blocks.\n &.literal-block\n margin-top: 1rem\n margin-bottom: 1rem\n\n border-radius: 0.2rem\n background-color: var(--color-code-background)\n color: var(--color-code-foreground)\n\n// All code is always contained in this.\n.highlight\n width: 100%\n border-radius: 0.2rem\n\n // Make line numbers and prompts un-selectable.\n .gp, span.linenos\n user-select: none\n pointer-events: none\n\n // Expand the line-highlighting.\n .hll\n display: block\n margin-left: -$code-spacing-horizontal\n margin-right: -$code-spacing-horizontal\n padding-left: $code-spacing-horizontal\n padding-right: $code-spacing-horizontal\n\n/* Make code block captions be nicely integrated */\n.code-block-caption\n display: flex\n padding: $code-spacing-vertical $code-spacing-horizontal\n\n border-radius: 0.25rem\n border-bottom-left-radius: 0\n border-bottom-right-radius: 0\n font-weight: 300\n border-bottom: 1px solid\n\n background-color: var(--color-code-background)\n color: var(--color-code-foreground)\n border-color: var(--color-background-border)\n\n + div[class]\n margin-top: 0\n pre\n border-top-left-radius: 0\n border-top-right-radius: 0\n\n// When `html_codeblock_linenos_style` is table.\n.highlighttable\n width: 100%\n display: block\n tbody\n display: block\n\n tr\n display: flex\n\n // Line numbers\n td.linenos\n background-color: var(--color-code-background)\n color: var(--color-code-foreground)\n padding: $code-spacing-vertical $code-spacing-horizontal\n padding-right: 0\n border-top-left-radius: 0.2rem\n border-bottom-left-radius: 0.2rem\n\n .linenodiv\n padding-right: $code-spacing-horizontal\n font-size: var(--code-font-size)\n box-shadow: -0.0625rem 0 var(--color-foreground-border) inset\n\n // Actual code\n td.code\n padding: 0\n display: block\n flex: 1\n overflow: hidden\n\n .highlight\n border-top-left-radius: 0\n border-bottom-left-radius: 0\n\n// When `html_codeblock_linenos_style` is inline.\n.highlight\n span.linenos\n display: inline-block\n padding-left: 0\n padding-right: $code-spacing-horizontal\n margin-right: $code-spacing-horizontal\n box-shadow: -0.0625rem 0 var(--color-foreground-border) inset\n","// Inline Footnote Reference\n.footnote-reference\n font-size: var(--font-size--small--4)\n vertical-align: super\n\n// Definition list, listing the content of each note.\n// docutils <= 0.17\ndl.footnote.brackets\n font-size: var(--font-size--small)\n color: var(--color-foreground-secondary)\n\n display: grid\n grid-template-columns: max-content auto\n dt\n margin: 0\n > .fn-backref\n margin-left: 0.25rem\n\n &:after\n content: \":\"\n\n .brackets\n &:before\n content: \"[\"\n &:after\n content: \"]\"\n\n dd\n margin: 0\n padding: 0 1rem\n\n// docutils >= 0.18\naside.footnote\n font-size: var(--font-size--small)\n color: var(--color-foreground-secondary)\n\naside.footnote > span,\ndiv.citation > span\n float: left\n font-weight: 500\n padding-right: 0.25rem\n\naside.footnote > p,\ndiv.citation > p\n margin-left: 2rem\n","//\n// Figures\n//\nimg\n box-sizing: border-box\n max-width: 100%\n height: auto\n\narticle\n figure, .figure\n border-radius: 0.2rem\n\n margin: 0\n :last-child\n margin-bottom: 0\n\n .align-left\n float: left\n clear: left\n margin: 0 1rem 1rem\n\n .align-right\n float: right\n clear: right\n margin: 0 1rem 1rem\n\n .align-default,\n .align-center\n display: block\n text-align: center\n margin-left: auto\n margin-right: auto\n\n // WELL, table needs to be stylised like a table.\n table.align-default\n display: table\n text-align: initial\n",".genindex-jumpbox, .domainindex-jumpbox\n border-top: 1px solid var(--color-background-border)\n border-bottom: 1px solid var(--color-background-border)\n padding: 0.25rem\n\n.genindex-section, .domainindex-section\n h2\n margin-top: 0.75rem\n margin-bottom: 0.5rem\n ul\n margin-top: 0\n margin-bottom: 0\n","ul,\nol\n padding-left: 1.2rem\n\n // Space lists out like paragraphs\n margin-top: 1rem\n margin-bottom: 1rem\n // reduce margins within li.\n li\n > p:first-child\n margin-top: 0.25rem\n margin-bottom: 0.25rem\n\n > p:last-child\n margin-top: 0.25rem\n\n > ul,\n > ol\n margin-top: 0.5rem\n margin-bottom: 0.5rem\n\nol\n &.arabic\n list-style: decimal\n &.loweralpha\n list-style: lower-alpha\n &.upperalpha\n list-style: upper-alpha\n &.lowerroman\n list-style: lower-roman\n &.upperroman\n list-style: upper-roman\n\n// Don't space lists out when they're \"simple\" or in a `.. toctree::`\n.simple,\n.toctree-wrapper\n li\n > ul,\n > ol\n margin-top: 0\n margin-bottom: 0\n\n// Definition Lists\n.field-list,\n.option-list,\ndl:not([class]),\ndl.simple,\ndl.footnote,\ndl.glossary\n dt\n font-weight: 500\n margin-top: 0.25rem\n + dt\n margin-top: 0\n\n .classifier::before\n content: \":\"\n margin-left: 0.2rem\n margin-right: 0.2rem\n\n dd\n > p:first-child,\n ul\n margin-top: 0.125rem\n\n ul\n margin-bottom: 0.125rem\n",".math-wrapper\n width: 100%\n overflow-x: auto\n\ndiv.math\n position: relative\n text-align: center\n\n .headerlink,\n &:focus .headerlink\n display: none\n\n &:hover .headerlink\n display: inline-block\n\n span.eqno\n position: absolute\n right: 0.5rem\n top: 50%\n transform: translate(0, -50%)\n z-index: 1\n","// Abbreviations\nabbr[title]\n cursor: help\n\n// \"Problematic\" content, as identified by Sphinx\n.problematic\n color: var(--color-problematic)\n\n// Keyboard / Mouse \"instructions\"\nkbd:not(.compound)\n margin: 0 0.2rem\n padding: 0 0.2rem\n border-radius: 0.2rem\n border: 1px solid var(--color-foreground-border)\n color: var(--color-foreground-primary)\n vertical-align: text-bottom\n\n font-size: var(--font-size--small--3)\n display: inline-block\n\n box-shadow: 0 0.0625rem 0 rgba(0, 0, 0, 0.2), inset 0 0 0 0.125rem var(--color-background-primary)\n\n background-color: var(--color-background-secondary)\n\n// Blockquote\nblockquote\n border-left: 4px solid var(--color-background-border)\n background: var(--color-background-secondary)\n\n margin-left: 0\n margin-right: 0\n padding: 0.5rem 1rem\n\n .attribution\n font-weight: 600\n text-align: right\n\n &.pull-quote,\n &.highlights\n font-size: 1.25em\n\n &.epigraph,\n &.pull-quote\n border-left-width: 0\n border-radius: 0.5rem\n\n &.highlights\n border-left-width: 0\n background: transparent\n\n// Center align embedded-in-text images\np .reference img\n vertical-align: middle\n","p.rubric\n line-height: 1.25\n font-weight: bold\n font-size: 1.125em\n\n // For Numpy-style documentation that's got rubrics within it.\n // https://github.com/pradyunsg/furo/discussions/505\n dd &\n line-height: inherit\n font-weight: inherit\n\n font-size: var(--font-size--small)\n text-transform: uppercase\n","article .sidebar\n float: right\n clear: right\n width: 30%\n\n margin-left: 1rem\n margin-right: 0\n\n border-radius: 0.2rem\n background-color: var(--color-background-secondary)\n border: var(--color-background-border) 1px solid\n\n > *\n padding-left: 1rem\n padding-right: 1rem\n\n > ul, > ol // lists need additional padding, because bullets.\n padding-left: 2.2rem\n\n .sidebar-title\n margin: 0\n padding: 0.5rem 1rem\n border-bottom: var(--color-background-border) 1px solid\n\n font-weight: 500\n\n// TODO: subtitle\n// TODO: dedicated variables?\n",".table-wrapper\n width: 100%\n overflow-x: auto\n margin-top: 1rem\n margin-bottom: 0.5rem\n padding: 0.2rem 0.2rem 0.75rem\n\ntable.docutils\n border-radius: 0.2rem\n border-spacing: 0\n border-collapse: collapse\n\n box-shadow: 0 0.2rem 0.5rem rgba(0, 0, 0, 0.05), 0 0 0.0625rem rgba(0, 0, 0, 0.1)\n\n th\n background: var(--color-table-header-background)\n\n td,\n th\n // Space things out properly\n padding: 0 0.25rem\n\n // Get the borders looking just-right.\n border-left: 1px solid var(--color-table-border)\n border-right: 1px solid var(--color-table-border)\n border-bottom: 1px solid var(--color-table-border)\n\n p\n margin: 0.25rem\n\n &:first-child\n border-left: none\n &:last-child\n border-right: none\n\n // MyST-parser tables set these classes for control of column alignment\n &.text-left\n text-align: left\n &.text-right\n text-align: right\n &.text-center\n text-align: center\n",":target\n scroll-margin-top: 0.5rem\n\n@media (max-width: $full-width - $sidebar-width)\n :target\n scroll-margin-top: calc(0.5rem + var(--header-height))\n\n // When a heading is selected\n section > span:target\n scroll-margin-top: calc(0.8rem + var(--header-height))\n\n// Permalinks\n.headerlink\n font-weight: 100\n user-select: none\n\nh1,\nh2,\nh3,\nh4,\nh5,\nh6,\ndl dt,\np.caption,\nfigcaption p,\ntable > caption,\n.code-block-caption\n > .headerlink\n margin-left: 0.5rem\n visibility: hidden\n &:hover > .headerlink\n visibility: visible\n\n // Don't change to link-like, if someone adds the contents directive.\n > .toc-backref\n color: inherit\n text-decoration-line: none\n\n// Figure and table captions are special.\nfigure:hover > figcaption > p > .headerlink,\ntable:hover > caption > .headerlink\n visibility: visible\n\n:target >, // Regular section[id] style anchors\nspan:target ~ // Non-regular span[id] style \"extra\" anchors\n h1,\n h2,\n h3,\n h4,\n h5,\n h6\n &:nth-of-type(1)\n background-color: var(--color-highlight-on-target)\n // .headerlink\n // visibility: visible\n code.literal\n background-color: transparent\n\ntable:target > caption,\nfigure:target\n background-color: var(--color-highlight-on-target)\n\n// Inline page contents\n.this-will-duplicate-information-and-it-is-still-useful-here li :target\n background-color: var(--color-highlight-on-target)\n\n// Code block permalinks\n.literal-block-wrapper:target .code-block-caption\n background-color: var(--color-highlight-on-target)\n\n// When a definition list item is selected\n//\n// There isn't really an alternative to !important here, due to the\n// high-specificity of API documentation's selector.\ndt:target\n background-color: var(--color-highlight-on-target) !important\n\n// When a footnote reference is selected\n.footnote > dt:target + dd,\n.footnote-reference:target\n background-color: var(--color-highlight-on-target)\n",".guilabel\n background-color: var(--color-guilabel-background)\n border: 1px solid var(--color-guilabel-border)\n color: var(--color-guilabel-text)\n\n padding: 0 0.3em\n border-radius: 0.5em\n font-size: 0.9em\n","// This file contains the styles used for stylizing the footer that's shown\n// below the content.\n\nfooter\n font-size: var(--font-size--small)\n display: flex\n flex-direction: column\n\n margin-top: 2rem\n\n// Bottom of page information\n.bottom-of-page\n display: flex\n align-items: center\n justify-content: space-between\n\n margin-top: 1rem\n padding-top: 1rem\n padding-bottom: 1rem\n\n color: var(--color-foreground-secondary)\n border-top: 1px solid var(--color-background-border)\n\n line-height: 1.5\n\n @media (max-width: $content-width)\n text-align: center\n flex-direction: column-reverse\n gap: 0.25rem\n\n .left-details\n font-size: var(--font-size--small)\n\n .right-details\n display: flex\n flex-direction: column\n gap: 0.25rem\n text-align: right\n\n .icons\n display: flex\n justify-content: flex-end\n gap: 0.25rem\n font-size: 1rem\n\n a\n text-decoration: none\n\n svg,\n img\n font-size: 1.125rem\n height: 1em\n width: 1em\n\n// Next/Prev page information\n.related-pages\n a\n display: flex\n align-items: center\n\n text-decoration: none\n &:hover .page-info .title\n text-decoration: underline\n color: var(--color-link)\n text-decoration-color: var(--color-link-underline)\n\n svg.furo-related-icon,\n svg.furo-related-icon > use\n flex-shrink: 0\n\n color: var(--color-foreground-border)\n\n width: 0.75rem\n height: 0.75rem\n margin: 0 0.5rem\n\n &.next-page\n max-width: 50%\n\n float: right\n clear: right\n text-align: right\n\n &.prev-page\n max-width: 50%\n\n float: left\n clear: left\n\n svg\n transform: rotate(180deg)\n\n.page-info\n display: flex\n flex-direction: column\n overflow-wrap: anywhere\n\n .next-page &\n align-items: flex-end\n\n .context\n display: flex\n align-items: center\n\n padding-bottom: 0.1rem\n\n color: var(--color-foreground-muted)\n font-size: var(--font-size--small)\n text-decoration: none\n","// This file contains the styles for the contents of the left sidebar, which\n// contains the navigation tree, logo, search etc.\n\n////////////////////////////////////////////////////////////////////////////////\n// Brand on top of the scrollable tree.\n////////////////////////////////////////////////////////////////////////////////\n.sidebar-brand\n display: flex\n flex-direction: column\n flex-shrink: 0\n\n padding: var(--sidebar-item-spacing-vertical) var(--sidebar-item-spacing-horizontal)\n text-decoration: none\n\n.sidebar-brand-text\n color: var(--color-sidebar-brand-text)\n overflow-wrap: break-word\n margin: var(--sidebar-item-spacing-vertical) 0\n font-size: 1.5rem\n\n.sidebar-logo-container\n margin: var(--sidebar-item-spacing-vertical) 0\n\n.sidebar-logo\n margin: 0 auto\n display: block\n max-width: 100%\n\n////////////////////////////////////////////////////////////////////////////////\n// Search\n////////////////////////////////////////////////////////////////////////////////\n.sidebar-search-container\n display: flex\n align-items: center\n margin-top: var(--sidebar-search-space-above)\n\n position: relative\n\n background: var(--color-sidebar-search-background)\n &:hover,\n &:focus-within\n background: var(--color-sidebar-search-background--focus)\n\n &::before\n content: \"\"\n position: absolute\n left: var(--sidebar-item-spacing-horizontal)\n width: var(--sidebar-search-icon-size)\n height: var(--sidebar-search-icon-size)\n\n background-color: var(--color-sidebar-search-icon)\n mask-image: var(--icon-search)\n\n.sidebar-search\n box-sizing: border-box\n\n border: none\n border-top: 1px solid var(--color-sidebar-search-border)\n border-bottom: 1px solid var(--color-sidebar-search-border)\n\n padding-top: var(--sidebar-search-input-spacing-vertical)\n padding-bottom: var(--sidebar-search-input-spacing-vertical)\n padding-right: var(--sidebar-search-input-spacing-horizontal)\n padding-left: calc(var(--sidebar-item-spacing-horizontal) + var(--sidebar-search-input-spacing-horizontal) + var(--sidebar-search-icon-size))\n\n width: 100%\n\n color: var(--color-sidebar-search-foreground)\n background: transparent\n z-index: 10\n\n &:focus\n outline: none\n\n &::placeholder\n font-size: var(--sidebar-search-input-font-size)\n\n//\n// Hide Search Matches link\n//\n#searchbox .highlight-link\n padding: var(--sidebar-item-spacing-vertical) var(--sidebar-item-spacing-horizontal) 0\n margin: 0\n text-align: center\n\n a\n color: var(--color-sidebar-search-icon)\n font-size: var(--font-size--small--2)\n\n////////////////////////////////////////////////////////////////////////////////\n// Structure/Skeleton of the navigation tree (left)\n////////////////////////////////////////////////////////////////////////////////\n.sidebar-tree\n font-size: var(--sidebar-item-font-size)\n margin-top: var(--sidebar-tree-space-above)\n margin-bottom: var(--sidebar-item-spacing-vertical)\n\n ul\n padding: 0\n margin-top: 0\n margin-bottom: 0\n\n display: flex\n flex-direction: column\n\n list-style: none\n\n li\n position: relative\n margin: 0\n\n > ul\n margin-left: var(--sidebar-item-spacing-horizontal)\n\n .icon\n color: var(--color-sidebar-link-text)\n\n .reference\n box-sizing: border-box\n color: var(--color-sidebar-link-text)\n\n // Fill the parent.\n display: inline-block\n line-height: var(--sidebar-item-line-height)\n text-decoration: none\n\n // Don't allow long words to cause wrapping.\n overflow-wrap: anywhere\n\n height: 100%\n width: 100%\n\n padding: var(--sidebar-item-spacing-vertical) var(--sidebar-item-spacing-horizontal)\n\n &:hover\n background: var(--color-sidebar-item-background--hover)\n\n // Add a nice little \"external-link\" arrow here.\n &.external::after\n content: url('data:image/svg+xml,')\n margin: 0 0.25rem\n vertical-align: middle\n color: var(--color-sidebar-link-text)\n\n // Make the current page reference bold.\n .current-page > .reference\n font-weight: bold\n\n label\n position: absolute\n top: 0\n right: 0\n height: var(--sidebar-item-height)\n width: var(--sidebar-expander-width)\n\n cursor: pointer\n user-select: none\n\n display: flex\n justify-content: center\n align-items: center\n\n .caption, :not(.caption) > .caption-text\n font-size: var(--sidebar-caption-font-size)\n color: var(--color-sidebar-caption-text)\n\n font-weight: bold\n text-transform: uppercase\n\n margin: var(--sidebar-caption-space-above) 0 0 0\n padding: var(--sidebar-item-spacing-vertical) var(--sidebar-item-spacing-horizontal)\n\n // If it has children, add a bit more padding to wrap the content to avoid\n // overlapping with the