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python-roguelike/actions.py

141 lines
4.2 KiB
Python

from __future__ import annotations
from typing import overload, Optional, Tuple, TYPE_CHECKING
import color
import exceptions
if TYPE_CHECKING:
from engine import Engine
from entity import Actor, Entity, Item
class Action:
def __init__(self, entity: Actor) -> 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 ItemAction(Action):
def __init__(
self,
entity: Actor,
item: Item,
target_xy: Optional[Tuple[int, int]] = None
):
super().__init__(entity)
self.item = item
if not target_xy:
target_xy = entity.x, entity.y
self.target_xy = target_xy
@property
def target_actor(self) -> Optional[Actor]:
"""Return the actor at this action's destination."""
return self.engine.game_map.get_actor_at_location(*self.target_xy)
def perform(self) -> None:
"""Invoke the item's ability, this action will be given to provide context."""
self.item.consumable.activate(self)
class EscapeAction(Action):
def perform(self) -> None:
raise SystemExit()
class WaitAction(Action):
def perform(self) -> None:
pass
class ActionWithDirection(Action):
def __init__(self, entity: Actor, 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)
@property
def target_actor(self) -> Optional[Actor]:
"""Return the actor at this action's destination."""
return self.engine.game_map.get_actor_at_location(*self.dest_xy)
class MeleeAction(ActionWithDirection):
def perform(self) -> None:
target = self.target_actor
if not target:
raise exceptions.Impossible("Nothing to attack.")
damage = self.entity.fighter.power - target.fighter.defense
attack_desc = f"{self.entity.name.capitalize()} attacks {target.name}"
if self.entity is self.engine.player:
attack_color = color.player_atk
else:
attack_color = color.enemy_atk
if damage > 0:
self.engine.message_log.add_message(
f"{attack_desc} for {damage} hit points.",
attack_color,
)
target.fighter.hp -= damage
else:
self.engine.message_log.add_message(
f"{attack_desc} but does no damage.",
attack_color,
)
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):
# Destination is out of bounds
raise exceptions.Impossible("That way is blocked.")
if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
# Destination is blocked by a tile.
raise exceptions.Impossible("That way is blocked.")
if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
# Destination is blocked by an entity.
raise exceptions.Impossible("That way is blocked.")
self.entity.move(self.dx, self.dy)
class BumpAction(ActionWithDirection):
def perform(self) -> None:
if self.target_actor:
return MeleeAction(self.entity, self.dx, self.dy).perform()
else:
return MovementAction(self.entity, self.dx, self.dy).perform()