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python-roguelike/actions.py
2022-01-07 15:52:53 -05:00

74 lines
2.2 KiB
Python

from __future__ import annotations
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from engine import Engine
from entity import Entity
class Action:
def perform(self, engine: Engine, entity: Entity) -> None:
"""Perform this action with the objects needed to determine its scope.
`engine` is the scope this action is being performed in.
`entity` is the object performing the action.
This method must be overwritten by Action subclasses.
"""
raise NotImplementedError()
class EscapeAction(Action):
def perform(self, engine: Engine, entity: Entity) -> None:
raise SystemExit()
class ActionWithDirection(Action):
def __init__(self, dx: int, dy: int):
super().__init__()
self.dx = dx
self.dy = dy
def perform(self, engine: Engine, entity: Entity) -> None:
raise NotImplementedError()
class MeleeAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
target = engine.game_map.get_blocking_entity_at_location(dest_x, dest_y)
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, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
if not engine.game_map.in_bounds(dest_x, dest_y):
return # Destination is out of bounds
if not engine.game_map.tiles["walkable"][dest_x, dest_y]:
return # Destination is blocked by a tile.
if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return # Destination is blocked by an entity.
entity.move(self.dx, self.dy)
class BumpAction(ActionWithDirection):
def perform(self, engine: Engine, entity: Entity) -> None:
dest_x = entity.x + self.dx
dest_y = entity.y + self.dy
if engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
return MeleeAction(self.dx, self.dy).perform(engine, entity)
else:
return MovementAction(self.dx, self.dy).perform(engine, entity)