74 lines
2.2 KiB
Python
74 lines
2.2 KiB
Python
from __future__ import annotations
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from typing import 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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class Action:
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def perform(self, engine: Engine, entity: Entity) -> None:
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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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`entity` is the object performing the action.
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This method must be overwritten by Action subclasses.
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"""
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raise NotImplementedError()
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class EscapeAction(Action):
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise SystemExit()
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class ActionWithDirection(Action):
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def __init__(self, dx: int, dy: int):
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super().__init__()
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self.dx = dx
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self.dy = dy
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise NotImplementedError()
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class MeleeAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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dest_x = entity.x + self.dx
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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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return # No entity to attack.
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print(f"You kick the {target.name}, much to its annoyance!")
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class MovementAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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dest_x = entity.x + self.dx
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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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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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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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return # Destination is blocked by an entity.
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entity.move(self.dx, self.dy)
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class BumpAction(ActionWithDirection):
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def perform(self, engine: Engine, entity: Entity) -> None:
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dest_x = entity.x + self.dx
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dest_y = entity.y + self.dy
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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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return MovementAction(self.dx, self.dy).perform(engine, entity)
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