81 lines
2.5 KiB
Python
81 lines
2.5 KiB
Python
from __future__ import annotations
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from typing import Optional, TYPE_CHECKING
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import actions
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import color
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import components.inventory
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from components.base_component import BaseComponent
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from exceptions import Impossible
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if TYPE_CHECKING:
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from entity import Actor, Item
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class Consumable(BaseComponent):
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parent: Item
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def get_action(self, consumer: Actor) -> Optional[actions.Action]:
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"""Try to return the action for this item."""
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return actions.ItemAction(consumer, self.parent)
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def activate(self, action: actions.ItemAction) -> None:
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"""Invoke this item's ability.
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`action` is the context for this activation.
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"""
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raise NotImplementedError()
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def consume(self) -> None:
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"""Remove the consumed item from its containing inventory."""
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entity = self.parent
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inventory = entity.parent
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if isinstance(inventory, components.inventory.Inventory):
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inventory.items.remove(entity)
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class HealingConsumable(Consumable):
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def __init__(self, amount: int):
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self.amount = amount
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def activate(self, action: actions.ItemAction) -> None:
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consumer = action.entity
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amount_recovered = consumer.fighter.heal(self.amount)
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if amount_recovered > 0:
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self.engine.message_log.add_message(
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f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
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color.health_recovered
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)
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self.consume()
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else:
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raise Impossible(f"Your health is already full.")
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class LightningDamageConsumable(Consumable):
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def __init__(self, damage: int, maximum_range: int):
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self.damage = damage
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self.maximum_range = maximum_range
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def activate(self, action: actions.ItemAction) -> None:
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consumer = action.entity
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target = None
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closest_distance = self.maximum_range + 1.0
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for actor in self.engine.game_map.actors:
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if actor is not consumer and self.parent.gamemap.visible[actor.x, actor.y]:
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distance = consumer.distance(actor.x, actor.y)
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if distance < closest_distance:
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target = actor
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closest_distance = distance
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if target:
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self.engine.message_log.add_message(
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f"A lightning bolt stikes the {target.name} with a loud thunder, for {self.damage} damage!"
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)
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target.fighter.take_damage(self.damage)
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self.consume()
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else:
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raise Impossible("No enemy is close enough to strike.")
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