Refactor EventHandler class to handle its own events, and cut down on deep argument passing
This commit is contained in:
parent
0331834090
commit
6556aa518c
65
actions.py
65
actions.py
@ -1,6 +1,6 @@
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from __future__ import annotations
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from typing import Optional, Tuple, TYPE_CHECKING
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from engine import Engine
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from engine import Engine
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@ -8,12 +8,21 @@ if TYPE_CHECKING:
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class Action:
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class Action:
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def perform(self, engine: Engine, entity: Entity) -> None:
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def __init__(self, entity: Entity) -> None:
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super().__init__()
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self.entity = entity
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@property
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def engine(self) -> Engine:
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"""Return the engine this action belongs to."""
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return self.entity.gamemap.engine
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def perform(self) -> None:
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"""Perform this action with the objects needed to determine its scope.
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"""Perform this action with the objects needed to determine its scope.
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`engine` is the scope this action is being performed in.
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`self.engine` is the scope this action is being performed in.
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`entity` is the object performing the action.
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`self.entity` is the object performing the action.
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This method must be overwritten by Action subclasses.
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This method must be overwritten by Action subclasses.
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"""
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"""
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@ -21,26 +30,34 @@ class Action:
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class EscapeAction(Action):
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class EscapeAction(Action):
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def perform(self, engine: Engine, entity: Entity) -> None:
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def perform(self) -> None:
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raise SystemExit()
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raise SystemExit()
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class ActionWithDirection(Action):
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class ActionWithDirection(Action):
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def __init__(self, dx: int, dy: int):
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def __init__(self, entity, dx: int, dy: int):
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super().__init__()
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super().__init__(entity)
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self.dx = dx
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self.dx = dx
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self.dy = dy
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self.dy = dy
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def perform(self, engine: Engine, entity: Entity) -> None:
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@property
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def dest_xy(self) -> Tuple[int, int]:
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"""Returns this action's destination."""
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return self.entity.x + self.dx, self.entity.y + self.dy
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@property
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def blocking_entity(self) -> Optional[Entity]:
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"""Return the blocking entity at this action's destination."""
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return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
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def perform(self) -> None:
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raise NotImplementedError()
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raise NotImplementedError()
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class MeleeAction(ActionWithDirection):
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class MeleeAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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def perform(self) -> None:
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dest_x = entity.x + self.dx
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target = self.blocking_entity
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dest_y = entity.y + self.dy
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target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
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if not target:
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if not target:
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return # No entity to attack.
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return # No entity to attack.
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@ -48,26 +65,22 @@ class MeleeAction(ActionWithDirection):
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class MovementAction(ActionWithDirection):
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class MovementAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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def perform(self) -> None:
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dest_x = entity.x + self.dx
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dest_x, dest_y = self.dest_xy
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dest_y = entity.y + self.dy
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if not engine.game_map.in_bounds(dest_x, dest_y):
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if not self.engine.game_map.in_bounds(dest_x, dest_y):
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return # Destination is out of bounds
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return # Destination is out of bounds
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if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
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if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
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return # Destination is blocked by a tile.
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return # Destination is blocked by a tile.
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if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return # Destination is blocked by an entity.
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return # Destination is blocked by an entity.
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entity.move(self.dx, self.dy)
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self.entity.move(self.dx, self.dy)
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class BumpAction(ActionWithDirection):
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class BumpAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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def perform(self) -> None:
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dest_x = entity.x + self.dx
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if self.blocking_entity:
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dest_y = entity.y + self.dy
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return MeleeAction(self.entity, self.dx, self.dy).perform()
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if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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return MeleeAction(self.dx, self.dy).perform(engine, entity)
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else:
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else:
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return MovementAction(self.dx, self.dy).perform(engine, entity)
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return MovementAction(self.entity, self.dx, self.dy).perform()
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31
engine.py
31
engine.py
@ -1,43 +1,32 @@
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from typing import Iterable, Any
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from tcod.context import Context
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from tcod.context import Context
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from tcod.console import Console
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from tcod.console import Console
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from tcod.map import compute_fov
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from tcod.map import compute_fov
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from entity import Entity
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from game_map import GameMap
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from input_handlers import EventHandler
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from input_handlers import EventHandler
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if TYPE_CHECKING:
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from entity import Entity
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from game_map import GameMap
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class Engine:
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class Engine:
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game_map: GameMap
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def __init__(
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def __init__(
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self,
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self,
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event_handler: EventHandler,
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game_map: GameMap,
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player: Entity
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player: Entity
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):
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):
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self.event_handler = event_handler
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self.event_handler: EventHandler = EventHandler(self)
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self.game_map = game_map
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self.player = player
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self.player = player
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self.update_fov()
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def handle_enemy_turns(self) -> None:
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def handle_enemy_turns(self) -> None:
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for entity in self.game_map.entities - {self.player}:
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for entity in self.game_map.entities - {self.player}:
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print(f'The {entity.name} wonders when it will get to take a real turn.')
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print(f'The {entity.name} wonders when it will get to take a real turn.')
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def handle_events(self, events: Iterable[Any]) -> None:
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for event in events:
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action = self.event_handler.dispatch(event)
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if action is None:
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continue
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action.perform(self, self.player)
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self.handle_enemy_turns()
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# Update the FOV before the player's next action.
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self.update_fov()
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def update_fov(self) -> None:
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def update_fov(self) -> None:
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"""Recompute the visible area based on the player's point of view."""
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"""Recompute the visible area based on the player's point of view."""
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self.game_map.visible[:] = compute_fov(
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self.game_map.visible[:] = compute_fov(
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21
entity.py
21
entity.py
@ -1,7 +1,7 @@
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from __future__ import annotations
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from __future__ import annotations
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import copy
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import copy
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from typing import Tuple, TypeVar, TYPE_CHECKING
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from typing import Optional, Tuple, TypeVar, TYPE_CHECKING
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from game_map import GameMap
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from game_map import GameMap
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@ -14,8 +14,11 @@ class Entity:
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A generic object to represent players, enemies, items, etc.
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A generic object to represent players, enemies, items, etc.
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"""
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"""
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gamemap: GameMap
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def __init__(
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def __init__(
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self,
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self,
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gamemap: Optional[GameMap] = None,
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x: int = 0,
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x: int = 0,
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y: int = 0,
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y: int = 0,
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char: str = "?",
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char: str = "?",
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@ -29,15 +32,31 @@ class Entity:
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self.color = color
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self.color = color
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self.name = name
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self.name = name
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self.blocks_movement = blocks_movement
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self.blocks_movement = blocks_movement
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if gamemap:
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# If gamemap isn't provided now, it will be later.
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self.gamemap = gamemap
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gamemap.entities.add(self)
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def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
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def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
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"""Spawn a copy of this instance at the given location."""
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"""Spawn a copy of this instance at the given location."""
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clone = copy.deepcopy(self)
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clone = copy.deepcopy(self)
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clone.x = x
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clone.x = x
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clone.y = y
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clone.y = y
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clone.gamemap = gamemap
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gamemap.entities.add(clone)
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gamemap.entities.add(clone)
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return clone
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return clone
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def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
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"""Place this entity at a new location. Handles moving across GameMaps."""
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self.x = x
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self.y = y
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if gamemap:
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if hasattr(self, "gamemap"): # Possibly uninitialized
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self.gamemap.entities.remove(self)
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self.gamemap = gamemap
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gamemap.entities.add(self)
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def move(self, dx: int, dy: int):
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def move(self, dx: int, dy: int):
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# Move the entity by a given amount
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# Move the entity by a given amount
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self.x += dx
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self.x += dx
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36
game_map.py
36
game_map.py
@ -8,21 +8,45 @@ from tcod.console import Console
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import tile_types
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import tile_types
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from engine import Engine
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from entity import Entity
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from entity import Entity
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class GameMap:
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class GameMap:
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def __init__(self, width: int, height: int, entities: Iterable[Entity] = ()):
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def __init__(
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self,
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engine: Engine,
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width: int,
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height: int,
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entities: Iterable[Entity] = ()
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):
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self.engine = engine
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self.width, self.height = width, height
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self.width, self.height = width, height
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self.entities = set(entities)
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self.entities = set(entities)
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self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
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self.tiles = np.full((width, height), fill_value=tile_types.wall, order="F")
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self.visible = np.full((width, height), fill_value=False, order="F") # Tiles the player can currently see
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self.visible = np.full(
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self.explored = np.full((width, height), fill_value=False, order="F") # Tiles the player has seen before
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(width, height),
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fill_value=False,
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order="F"
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) # Tiles the player can currently see
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self.explored = np.full(
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(width, height),
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fill_value=False,
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order="F"
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) # Tiles the player has seen before
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def get_blocking_entity_at_location(self, location_x: int, location_y: int) -> Optional[Entity]:
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def get_blocking_entity_at_location(
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self,
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location_x: int,
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location_y: int
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) -> Optional[Entity]:
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for entity in self.entities:
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for entity in self.entities:
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if entity.blocks_movement and entity.x == location_x and entity.y == location_y:
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if (
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entity.blocks_movement
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and entity.x == location_x
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and entity.y == location_y
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):
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return entity
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return entity
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return None
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return None
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@ -44,7 +68,7 @@ class GameMap:
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console.tiles_rgb[0: self.width, 0: self.height] = np.select(
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console.tiles_rgb[0: self.width, 0: self.height] = np.select(
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condlist=[self.visible, self.explored],
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condlist=[self.visible, self.explored],
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choicelist=[self.tiles["light"], self.tiles["dark"]],
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choicelist=[self.tiles["light"], self.tiles["dark"]],
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default=tile_types.SHROUD
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default=tile_types.SHROUD,
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)
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)
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for entity in self.entities:
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for entity in self.entities:
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@ -1,11 +1,31 @@
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from typing import Optional
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from __future__ import annotations
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from typing import Optional, TYPE_CHECKING
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import tcod.event
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import tcod.event
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from actions import Action, EscapeAction, BumpAction
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from actions import Action, EscapeAction, BumpAction
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if TYPE_CHECKING:
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from engine import Engine
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class EventHandler(tcod.event.EventDispatch[Action]):
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class EventHandler(tcod.event.EventDispatch[Action]):
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def __init__(self, engine: Engine):
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self.engine = engine
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def handle_events(self) -> None:
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for event in tcod.event.wait():
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action = self.dispatch(event)
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if action is None:
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continue
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action.perform()
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self.engine.handle_enemy_turns()
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self.engine.update_fov()
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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raise SystemExit()
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raise SystemExit()
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@ -14,17 +34,19 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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key = event.sym
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key = event.sym
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player = self.engine.player
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if key == tcod.event.K_UP:
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if key == tcod.event.K_UP:
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action = BumpAction(dx=0, dy=-1)
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action = BumpAction(player, dx=0, dy=-1)
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elif key == tcod.event.K_DOWN:
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elif key == tcod.event.K_DOWN:
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action = BumpAction(dx=0, dy=1)
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action = BumpAction(player, dx=0, dy=1)
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elif key == tcod.event.K_LEFT:
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elif key == tcod.event.K_LEFT:
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action = BumpAction(dx=-1, dy=0)
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action = BumpAction(player, dx=-1, dy=0)
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elif key == tcod.event.K_RIGHT:
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elif key == tcod.event.K_RIGHT:
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action = BumpAction(dx=1, dy=0)
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action = BumpAction(player, dx=1, dy=0)
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elif key == tcod.event.K_ESCAPE:
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elif key == tcod.event.K_ESCAPE:
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action = EscapeAction()
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action = EscapeAction(player)
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# No valid key was pressed
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# No valid key was pressed
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return action
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return action
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16
main.py
16
main.py
@ -5,7 +5,6 @@ import tcod
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from engine import Engine
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from engine import Engine
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import entity_factories
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import entity_factories
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from input_handlers import EventHandler
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from procgen import generate_dungeon
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from procgen import generate_dungeon
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@ -29,21 +28,20 @@ def main() -> None:
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tcod.tileset.CHARMAP_TCOD
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tcod.tileset.CHARMAP_TCOD
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)
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)
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event_handler = EventHandler()
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player = copy.deepcopy(entity_factories.player)
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player = copy.deepcopy(entity_factories.player)
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game_map = generate_dungeon(
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engine = Engine(player)
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engine.game_map = generate_dungeon(
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max_rooms,
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max_rooms,
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room_min_size,
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room_min_size,
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room_max_size,
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room_max_size,
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map_width,
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map_width,
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map_height,
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map_height,
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max_monsters_per_room,
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max_monsters_per_room,
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player,
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engine,
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)
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)
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engine.update_fov()
|
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engine = Engine(event_handler, game_map, player)
|
|
||||||
|
|
||||||
with tcod.context.new_terminal(
|
with tcod.context.new_terminal(
|
||||||
screen_width,
|
screen_width,
|
||||||
@ -56,9 +54,7 @@ def main() -> None:
|
|||||||
while True:
|
while True:
|
||||||
engine.render(root_console, context)
|
engine.render(root_console, context)
|
||||||
|
|
||||||
events = tcod.event.wait()
|
engine.event_handler.handle_events()
|
||||||
|
|
||||||
engine.handle_events(events)
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
|
@ -10,7 +10,7 @@ from game_map import GameMap
|
|||||||
import tile_types
|
import tile_types
|
||||||
|
|
||||||
if TYPE_CHECKING:
|
if TYPE_CHECKING:
|
||||||
from entity import Entity
|
from engine import Engine
|
||||||
|
|
||||||
|
|
||||||
class RectangularRoom:
|
class RectangularRoom:
|
||||||
@ -86,10 +86,11 @@ def generate_dungeon(
|
|||||||
map_width: int,
|
map_width: int,
|
||||||
map_height: int,
|
map_height: int,
|
||||||
max_monsters_per_room: int,
|
max_monsters_per_room: int,
|
||||||
player: Entity,
|
engine: Engine,
|
||||||
) -> GameMap:
|
) -> GameMap:
|
||||||
"""Generate a new dungeon map."""
|
"""Generate a new dungeon map."""
|
||||||
dungeon = GameMap(map_width, map_height, entities=[player])
|
player = engine.player
|
||||||
|
dungeon = GameMap(engine, map_width, map_height, entities=[player])
|
||||||
|
|
||||||
rooms: List[RectangularRoom] = []
|
rooms: List[RectangularRoom] = []
|
||||||
|
|
||||||
@ -113,7 +114,7 @@ def generate_dungeon(
|
|||||||
|
|
||||||
if len(rooms) == 0:
|
if len(rooms) == 0:
|
||||||
# The first room, where the player starts.
|
# The first room, where the player starts.
|
||||||
player.x, player.y = new_room.center
|
player.place(*new_room.center, dungeon)
|
||||||
else: # All rooms after the first.
|
else: # All rooms after the first.
|
||||||
# Dig out a tunnel between this room and the previous one
|
# Dig out a tunnel between this room and the previous one
|
||||||
for x, y in tunnel_between(rooms[-1].center, new_room.center):
|
for x, y in tunnel_between(rooms[-1].center, new_room.center):
|
||||||
|
@ -1,2 +1,2 @@
|
|||||||
tcod>=11.14
|
tcod>=11.15
|
||||||
numpy>=1.18
|
numpy>=1.18
|
Loading…
Reference in New Issue
Block a user