from __future__ import annotations from typing import Optional, Tuple, TYPE_CHECKING if TYPE_CHECKING: from engine import Engine from entity import Entity class Action: def __init__(self, entity: Entity) -> None: super().__init__() self.entity = entity @property def engine(self) -> Engine: """Return the engine this action belongs to.""" return self.entity.gamemap.engine def perform(self) -> None: """Perform this action with the objects needed to determine its scope. `self.engine` is the scope this action is being performed in. `self.entity` is the object performing the action. This method must be overwritten by Action subclasses. """ raise NotImplementedError() class EscapeAction(Action): def perform(self) -> None: raise SystemExit() class ActionWithDirection(Action): def __init__(self, entity, dx: int, dy: int): super().__init__(entity) self.dx = dx self.dy = dy @property def dest_xy(self) -> Tuple[int, int]: """Returns this action's destination.""" return self.entity.x + self.dx, self.entity.y + self.dy @property def blocking_entity(self) -> Optional[Entity]: """Return the blocking entity at this action's destination.""" return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy) def perform(self) -> None: raise NotImplementedError() class MeleeAction(ActionWithDirection): def perform(self) -> None: target = self.blocking_entity if not target: return # No entity to attack. print(f"You kick the {target.name}, much to its annoyance!") class MovementAction(ActionWithDirection): def perform(self) -> None: dest_x, dest_y = self.dest_xy if not self.engine.game_map.in_bounds(dest_x, dest_y): return # Destination is out of bounds if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]: return # Destination is blocked by a tile. if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y): return # Destination is blocked by an entity. self.entity.move(self.dx, self.dy) class BumpAction(ActionWithDirection): def perform(self) -> None: if self.blocking_entity: return MeleeAction(self.entity, self.dx, self.dy).perform() else: return MovementAction(self.entity, self.dx, self.dy).perform()