rogueliketutorials/actions.py

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from __future__ import annotations
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from engine import Engine
from entity import Entity
class Action:
def perform(self, engine: Engine, entity: Entity) -> None:
"""Perform this action with the objects needed to determine its scope.
`engine` is the scope this action is being performed in.
`entity` is the object performing the action.
This method must be overridden by Action subclasses.
"""
raise NotImplementedError()
class EscapeAction(Action):
def perform(self, engine: Engine, entity: Entity) -> None:
raise SystemExit()
class ActionWithDirection(Action):
def __init__(self, dx: int, dy: int):
super().__init__()
self.dx = dx
self.dy = dy
def perform(self, engine: Engine, entity: Entity) -> None:
raise NotImplementedError()
class MeleeAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
if not target:
return # no entity to blockj
print(f"You kick {target.name}, much to its annoyance")
class BumpAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return MeleeAction(self.dx, self.dy).perform(engine, entity)
else:
return MovementAction(self.dx, self.dy).perform(engine, entity)
class MovementAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
if not engine.game_map.in_bounds(dest_x, dest_y):
return # OOB
if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
return # can't walk
if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return # Blocked
entity.move(self.dx, self.dy)