rogueliketutorials/actions.py

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from __future__ import annotations
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from typing import Optional, Tuple, TYPE_CHECKING
import color
if TYPE_CHECKING:
from engine import Engine
from entity import Entity, Actor
class Action:
def __init__(self, entity: Actor) -> None:
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super().__init__()
self.entity = entity
@property
def engine(self) -> Engine:
return self.entity.game_map.engine
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def perform(self) -> None:
"""Perform this action with the objects needed to determine its scope.
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`self.engine` is the scope this action is being performed in.
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`self.entity` is the object performing the action.
This method must be overridden by Action subclasses.
"""
raise NotImplementedError()
class EscapeAction(Action):
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def perform(self) -> None:
raise SystemExit()
class WaitAction(Action):
def perform(self) -> None:
pass
class ActionWithDirection(Action):
def __init__(self, entity: Actor, dx: int, dy: int):
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super().__init__(entity)
self.dx = dx
self.dy = dy
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@property
def dest_xy(self) -> Tuple[int, int]:
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return self.entity.x + self.dx, self.entity.y + self.dy
@property
def target_actor(self) -> Optional[Actor]:
return self.engine.game_map.get_actor_at_location(*self.dest_xy)
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@property
def blocking_entity(self) -> Optional[Entity]:
return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
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def perform(self) -> None:
raise NotImplementedError()
class MeleeAction(ActionWithDirection):
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def perform(self) -> None:
target = self.target_actor
if not target:
return # no entity to blockj
damage = self.entity.fighter.power - target.fighter.defense
attack_desc = f"{self.entity.name.capitalize()} attacks {target.name}"
if self.entity is self.engine.player:
attack_color = color.player_atk
else:
attack_color = color.enemy_atk
if damage > 0:
self.engine.message_log.add_message(
f"{attack_desc} for {damage} hit points."
)
target.fighter.hp -= damage
else:
self.engine.message_log.add_message(
f"{attack_desc} but does no damage."
)
class MovementAction(ActionWithDirection):
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def perform(self) -> None:
dest_x, dest_y = self.dest_xy
if not self.engine.game_map.in_bounds(dest_x, dest_y):
return # OOB
if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
return # can't walk
if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return # Blocked
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self.entity.move(self.dx, self.dy)
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class BumpAction(ActionWithDirection):
def perform(self) -> None:
if self.target_actor:
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return MeleeAction(self.entity, self.dx, self.dy).perform()
else:
return MovementAction(self.entity, self.dx, self.dy).perform()