Prevent playing after Game over, completing part 6
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parent
c3a906e2b3
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@ -3,6 +3,7 @@ from __future__ import annotations
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from typing import TYPE_CHECKING
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from typing import TYPE_CHECKING
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from components.base_component import BaseComponent
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from components.base_component import BaseComponent
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from input_handlers import GameOverEventHandler
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from render_order import RenderOrder
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from render_order import RenderOrder
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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@ -31,6 +32,7 @@ class Fighter(BaseComponent):
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def die(self) -> None:
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def die(self) -> None:
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if self.engine.player is self.entity:
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if self.engine.player is self.entity:
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death_message = "You died!"
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death_message = "You died!"
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self.engine.event_handler = GameOverEventHandler(self.engine)
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else:
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else:
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death_message = f"{self.entity.name} is dead!"
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death_message = f"{self.entity.name} is dead!"
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@ -6,7 +6,7 @@ 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 input_handlers import EventHandler
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from input_handlers import MainGameEventHandler
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from entity import Actor
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from entity import Actor
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@ -17,7 +17,7 @@ class Engine:
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game_map: GameMap
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game_map: GameMap
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def __init__(self, player: Actor):
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def __init__(self, player: Actor):
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self.event_handler: EventHandler = EventHandler(self)
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self.event_handler: EventHandler = MainGameEventHandler(self)
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self.player = player
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self.player = player
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def handle_enemy_turns(self) -> None:
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def handle_enemy_turns(self) -> None:
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@ -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 Optional, TYPE_CHECKING
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from typing import overload, Optional, TYPE_CHECKING
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import tcod.event
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import tcod.event
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@ -52,6 +52,15 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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def __init__(self, engine: Engine):
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def __init__(self, engine: Engine):
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self.engine = engine
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self.engine = engine
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@overload
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def handle_events(self) -> None:
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pass
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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raise SystemExit()
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class MainGameEventHandler(EventHandler):
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def handle_events(self) -> None:
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def handle_events(self) -> None:
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for event in tcod.event.wait():
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for event in tcod.event.wait():
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action = self.dispatch(event)
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action = self.dispatch(event)
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@ -82,3 +91,25 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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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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class GameOverEventHandler(EventHandler):
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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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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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key = event.sym
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if key == tcod.event.K_ESCAPE:
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action = EscapeAction(self.engine.player)
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# No valid key was pressed
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return action
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