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)