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python-roguelike/actions.py
2022-01-10 13:21:17 -05:00

89 lines
2.5 KiB
Python

from __future__ import annotations
from typing import Optional, Tuple, TYPE_CHECKING, overload
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
@overload
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.
"""
class EscapeAction(Action):
def perform(self) -> None:
raise SystemExit()
class WaitAction(Action):
def perform(self) -> None:
pass
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)
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()