from __future__ import annotations from typing import overload, Optional, TYPE_CHECKING import tcod.event from actions import Action, BumpAction, EscapeAction, WaitAction if TYPE_CHECKING: from engine import Engine MOVE_KEYS = { # Arrow keys tcod.event.K_UP: (0, -1), tcod.event.K_DOWN: (0, 1), tcod.event.K_LEFT: (-1, 0), tcod.event.K_RIGHT: (1, 0), tcod.event.K_HOME: (-1, -1), tcod.event.K_END: (-1, 1), tcod.event.K_PAGEUP: (1, -1), tcod.event.K_PAGEDOWN: (1, 1), # Numpad keys tcod.event.K_KP_1: (-1, 1), tcod.event.K_KP_2: (0, 1), tcod.event.K_KP_3: (1, 1), tcod.event.K_KP_4: (-1, 0), tcod.event.K_KP_6: (1, 0), tcod.event.K_KP_7: (-1, -1), tcod.event.K_KP_8: (0, -1), tcod.event.K_KP_9: (1, -1), # Vi keys tcod.event.K_h: (-1, 0), tcod.event.K_j: (0, 1), tcod.event.K_k: (0, -1), tcod.event.K_l: (1, 0), tcod.event.K_y: (-1, -1), tcod.event.K_u: (1, -1), tcod.event.K_b: (-1, 1), tcod.event.K_n: (1, 1), } WAIT_KEYS = { tcod.event.K_PERIOD, tcod.event.K_KP_5, tcod.event.K_CLEAR, } class EventHandler(tcod.event.EventDispatch[Action]): def __init__(self, engine: Engine): self.engine = engine def handle_events(self, context: tcod.context.Context) -> None: for event in tcod.event.wait(): context.convert_event(event) self.dispatch(event) def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None: if self.engine.game_map.in_bounds(event.tile.x, event.tile.y): self.engine.mouse_location = event.tile.x, event.tile.y def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]: raise SystemExit() def on_render(self, console: tcod.Console) -> None: self.engine.render(console) class MainGameEventHandler(EventHandler): def handle_events(self, context: tcod.context.Context) -> None: for event in tcod.event.wait(): context.convert_event(event) action = self.dispatch(event) if action is None: continue action.perform() self.engine.handle_enemy_turns() self.engine.update_fov() def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]: action: Optional[Action] = None key = event.sym player = self.engine.player if key in MOVE_KEYS: dx, dy = MOVE_KEYS[key] action = BumpAction(player, dx, dy) elif key in WAIT_KEYS: action = WaitAction(player) elif key == tcod.event.K_ESCAPE: action = EscapeAction(player) # No valid key was pressed return action class GameOverEventHandler(EventHandler): def handle_events(self, context: tcod.context.Context) -> None: for event in tcod.event.wait(): action = self.dispatch(event) if action is None: continue action.perform() def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]: action: Optional[Action] = None key = event.sym if key == tcod.event.K_ESCAPE: action = EscapeAction(self.engine.player) # No valid key was pressed return action