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"""
Renderer with Z-Layer Support
Renders: Background โ†’ Graves โ†’ Resources โ†’ Buildings โ†’ Smurfs โ†’ UI
"""

import numpy as np
from PIL import Image, ImageDraw, ImageFont
from typing import TYPE_CHECKING

if TYPE_CHECKING:
    from game_world import SmurfWorld

from entities import LifeStage

class Renderer:
    """Handles all rendering with proper Z-layering"""
    
    @staticmethod
    def _get_bold_font(size=10):
        """Get a bold font, falling back to default if not available"""
        try:
            # Try common system fonts on macOS/Linux
            font_paths = [
                "/System/Library/Fonts/Helvetica.ttc",
                "/System/Library/Fonts/Supplemental/Arial Bold.ttf",
                "/Library/Fonts/Arial Bold.ttf",
                "/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf",
            ]
            for path in font_paths:
                try:
                    return ImageFont.truetype(path, size)
                except (OSError, IOError):
                    continue
        except Exception:
            pass
        # Fallback to default font (may not be bold, but won't crash)
        return ImageFont.load_default()
    
    @staticmethod
    def render(world: 'SmurfWorld') -> np.ndarray:
        """Render the complete game world"""
        canvas = world.background.copy()
        img = Image.fromarray(canvas)
        draw = ImageDraw.Draw(img)
        
        # Layer 1: Graves (background)
        Renderer._render_graves(img, draw, world)
        
        # Layer 2: Resources
        Renderer._render_resources(img, draw, world)

        # Layer 4: Smurfs (UNDER buildings, OVER resources)
        Renderer._render_smurfs(img, draw, world)
        
        # Layer 3: Buildings
        Renderer._render_buildings(img, draw, world)
        
        # Layer 5: UI/HUD (always on top)
        Renderer._render_hud(draw, world)
        
        # Draw static charmander test (top right corner)
        from rendering.sprite_generator_pixel_art import PixelArtSpriteGenerator
        charmander_x = world.width - 100
        charmander_y = 20
        PixelArtSpriteGenerator.draw_charmander_test(img, draw, charmander_x, charmander_y, scale=2)
        
        return np.array(img)
    
    @staticmethod
    def _render_graves(img: Image, draw: ImageDraw, world):
        """Render graves"""
        for grave in world.graves:
            sprite_array = grave.sprite.get_current_frame()
            sprite_img = Image.fromarray(sprite_array)
            pos = (int(grave.x - 16), int(grave.y - 16))
            img.paste(sprite_img, pos, sprite_img)
            
            # Name above grave (gray)
            draw.text((int(grave.x - len(grave.smurf_name)*3), int(grave.y - 30)), 
                     grave.smurf_name, fill=(150, 150, 150))
    
    @staticmethod
    def _render_resources(img: Image, draw: ImageDraw, world):
        """Render resources"""
        for resource in world.resources:
            if not resource.is_depleted():
                sprite_array = resource.sprite.get_current_frame()
                sprite_img = Image.fromarray(sprite_array)
                pos = (int(resource.x - 16), int(resource.y - 16))
                img.paste(sprite_img, pos, sprite_img)
                
                # Amount indicator
                amount_text = f"{int(resource.amount)}"
                draw.text((int(resource.x - 8), int(resource.y + 18)), 
                         amount_text, fill=(255, 255, 255))
    
    @staticmethod
    def _render_buildings(img: Image, draw: ImageDraw, world):
        """Render buildings - Smurfs will walk UNDER these"""
        for building in world.buildings:
            sprite_array = building.sprite.get_current_frame()
            sprite_img = Image.fromarray(sprite_array)
            size = sprite_array.shape[0]
            pos = (int(building.x - size//2), int(building.y - size//2))
            img.paste(sprite_img, pos, sprite_img)
            
            # Storage info
            storage_text = f"{sum(building.storage.values())}/{building.max_storage}"
            draw.text((int(building.x - 20), int(building.y + size//2 + 5)), 
                     storage_text, fill=(255, 255, 200))
            
            # Level indicator
            if building.level > 1:
                draw.text((int(building.x - 15), int(building.y - size//2 - 15)), 
                         f"Lv.{building.level}", fill=(255, 215, 0))
    
    @staticmethod
    def _render_smurfs(img: Image, draw: ImageDraw, world):
        """Render smurfs with facial expressions"""
        for smurf in world.smurfs:
            if not smurf.is_alive:
                continue
            
            sprite = smurf.get_current_sprite()
            sprite_array = sprite.get_current_frame()
            sprite_img = Image.fromarray(sprite_array)
            sprite_size = sprite_array.shape[0]
            pos = (int(smurf.x - sprite_size//2), int(smurf.y - sprite_size//2))
            img.paste(sprite_img, pos, sprite_img)
            
            # Name above smurf (color by life stage)
            name_color = (255, 255, 255)
            if smurf.life_stage == LifeStage.BABY:
                name_color = (255, 200, 200)
            elif smurf.life_stage == LifeStage.ELDER:
                name_color = (200, 200, 200)
            
            bold_font = Renderer._get_bold_font(size=12)
            draw.text((int(smurf.x - len(smurf.smurf_name)*3), int(smurf.y - sprite_size//2 - 12)), 
                     smurf.smurf_name, fill=name_color, font=bold_font)
            
            # Life stage emoji
            # stage_emoji = {"baby": "B", "child": "C", "adult": "A", "elder": "E"}
            # stage_text = stage_emoji.get(smurf.life_stage.value, "")
            draw.text((int(smurf.x - sprite_size//2 - 18), int(smurf.y - sprite_size//2)), 
                     f"{smurf.social_interaction_count}", fill=(200, 200, 200))
            
            # Inventory indicator (if carrying)
            # total_inv = sum(smurf.inventory.values())
            # if total_inv > 0:
            #     inv_text = f"[{total_inv}]"
            #     draw.text((int(smurf.x + sprite_size//2), int(smurf.y - sprite_size//2)), 
            #              inv_text, fill=(255, 255, 150))
            if smurf.current_decision:
                # Use bright yellow for good contrast against green grass, bold like the name
                draw.text((int(smurf.x + sprite_size//2), int(smurf.y - sprite_size//2)), 
                          f"{smurf.current_decision.reasoning}", fill=(255, 255, 0), font=bold_font)
            
            # Energy bar (only if low)
            if smurf.needs.energy < 50:
                bar_width = 24
                energy_width = int((smurf.needs.energy / 100) * bar_width)
                bar_y = int(smurf.y + sprite_size//2 + 4)
                draw.rectangle([int(smurf.x - bar_width//2), bar_y,
                              int(smurf.x + bar_width//2), bar_y + 3], fill=(50, 50, 50))
                draw.rectangle([int(smurf.x - bar_width//2), bar_y,
                              int(smurf.x - bar_width//2 + energy_width), bar_y + 3], 
                              fill=(0, 255, 0) if smurf.needs.energy > 30 else (255, 0, 0))
            
            # Social activity indicator (text instead of emoji)
            from ai_behavior import SocialActivity
            if smurf.social_activity == SocialActivity.CHATTING.value:
                draw.text((int(smurf.x + sprite_size//2 + 10), int(smurf.y - sprite_size//2 + 10)), 
                         "CHAT", fill=(200, 100, 255))
            elif smurf.social_activity == SocialActivity.PLAYING.value:
                draw.text((int(smurf.x + sprite_size//2 + 10), int(smurf.y - sprite_size//2 + 10)), 
                         "PLAY", fill=(255, 100, 200))
    
    @staticmethod
    def _render_hud(draw: ImageDraw, world):
        """Render HUD overlay"""
        # Top left - Main stats
        alive_smurfs = len([s for s in world.smurfs if s.is_alive])
        babies = len([s for s in world.smurfs if s.is_alive and s.life_stage == LifeStage.BABY])
        
        # Get village goals
        building_goals = world.get_building_goals()
        village_goal = world.get_village_goal()
        
        # Calculate HUD height based on content
        hud_height = 130
        if building_goals.get("needs_wood_for_building") or building_goals.get("needs_wood_for_upgrade"):
            hud_height += 40
        if village_goal:
            hud_height += 20
        
        draw.rectangle([5, 5, 250, hud_height], fill=(0, 0, 0, 180))
        draw.text((10, 10), f"Smurf Village", fill=(255, 255, 150))
        draw.text((10, 30), f"Smurfs: {alive_smurfs} (Babies: {babies})", fill=(255, 255, 255))
        draw.text((10, 50), f"Buildings: {len(world.buildings)}", fill=(255, 255, 255))
        draw.text((10, 70), f"Resources: {len([r for r in world.resources if not r.is_depleted()])}", 
                 fill=(255, 255, 255))
        draw.text((10, 90), f"Village Score: {world.village_score}", fill=(255, 215, 0))
        draw.text((10, 110), f"Deaths: {len(world.graves)}", fill=(150, 150, 150))
        
        # Display village goals
        y_offset = 130
        if building_goals.get("needs_wood_for_building") or building_goals.get("needs_wood_for_upgrade"):
            wood_needed = building_goals.get("wood_needed", 0)
            goal_text = "Build" if building_goals.get("needs_wood_for_building") else "Upgrade"
            draw.text((10, y_offset), f"Goal: {goal_text} - Need {wood_needed} wood", fill=(255, 200, 100))
            y_offset += 20
        
        # Display voted goal (all smurfs except babies vote)
        voters = [s for s in world.smurfs if s.is_alive and s.life_stage != LifeStage.BABY]
        if village_goal and len(voters) > 0:
            goal_display = "Have Fun! ๐ŸŽฎ" if village_goal == "have_fun" else "Work Hard! ๐Ÿ’ช"
            goal_color = (200, 255, 200) if village_goal == "have_fun" else (255, 200, 200)
            draw.text((10, y_offset), f"Village Goal: {goal_display}", fill=goal_color)
            # Show vote counts
            have_fun_votes = world.children_votes.get("have_fun", 0)
            work_votes = world.children_votes.get("work", 0)
            draw.text((10, y_offset + 15), f"Votes: Fun={have_fun_votes} Work={work_votes}", 
                     fill=(200, 200, 200), font=Renderer._get_bold_font(size=9))
        
        # Bottom left - Storage
        if world.buildings:
            draw.rectangle([5, world.height - 85, 200, world.height - 5], fill=(0, 0, 0, 180))
            from entities.enums import ItemType
            draw.text((10, world.height - 80), "Village Storage:", fill=(255, 255, 150))
            total_food = sum(b.storage.get(ItemType.FOOD.value, 0) for b in world.buildings)
            total_wood = sum(b.storage.get(ItemType.WOOD.value, 0) for b in world.buildings)
            draw.text((10, world.height - 60), f"Food: {total_food}", fill=(200, 255, 200))
            draw.text((10, world.height - 40), f"Wood: {total_wood}", fill=(200, 200, 255))
            draw.text((10, world.height - 20), f"Tick: {world.tick}", fill=(200, 200, 200))