116 lines
2.7 KiB
Python
116 lines
2.7 KiB
Python
from __future__ import annotations
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from typing import overload, Optional, TYPE_CHECKING
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import tcod.event
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from actions import Action, BumpAction, EscapeAction, WaitAction
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if TYPE_CHECKING:
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from engine import Engine
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MOVE_KEYS = {
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# Arrow keys
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tcod.event.K_UP: (0, -1),
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tcod.event.K_DOWN: (0, 1),
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tcod.event.K_LEFT: (-1, 0),
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tcod.event.K_RIGHT: (1, 0),
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tcod.event.K_HOME: (-1, -1),
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tcod.event.K_END: (-1, 1),
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tcod.event.K_PAGEUP: (1, -1),
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tcod.event.K_PAGEDOWN: (1, 1),
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# Numpad keys
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tcod.event.K_KP_1: (-1, 1),
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tcod.event.K_KP_2: (0, 1),
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tcod.event.K_KP_3: (1, 1),
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tcod.event.K_KP_4: (-1, 0),
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tcod.event.K_KP_6: (1, 0),
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tcod.event.K_KP_7: (-1, -1),
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tcod.event.K_KP_8: (0, -1),
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tcod.event.K_KP_9: (1, -1),
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# Vi keys
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tcod.event.K_h: (-1, 0),
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tcod.event.K_j: (0, 1),
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tcod.event.K_k: (0, -1),
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tcod.event.K_l: (1, 0),
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tcod.event.K_y: (-1, -1),
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tcod.event.K_u: (1, -1),
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tcod.event.K_b: (-1, 1),
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tcod.event.K_n: (1, 1),
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}
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WAIT_KEYS = {
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tcod.event.K_PERIOD,
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tcod.event.K_KP_5,
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tcod.event.K_CLEAR,
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}
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class EventHandler(tcod.event.EventDispatch[Action]):
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def __init__(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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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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self.engine.handle_enemy_turns()
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self.engine.update_fov()
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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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player = self.engine.player
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if key in MOVE_KEYS:
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dx, dy = MOVE_KEYS[key]
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action = BumpAction(player, dx, dy)
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elif key in WAIT_KEYS:
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action = WaitAction(player)
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elif key == tcod.event.K_ESCAPE:
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action = EscapeAction(player)
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# No valid key was pressed
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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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