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python-roguelike/components/consumable.py
2022-02-08 10:00:28 -05:00

162 lines
5.2 KiB
Python

from __future__ import annotations
from typing import Optional, TYPE_CHECKING
import actions
import color
import components.ai
import components.inventory
from components.base_component import BaseComponent
from exceptions import Impossible
from input_handlers import (
ActionOrHandler,
AreaRangedAttackHandler,
SingleRangedAttackHandler,
)
if TYPE_CHECKING:
from entity import Actor, Item
class Consumable(BaseComponent):
parent: Item
def get_action(self, consumer: Actor) -> Optional[ActionOrHandler]:
"""Try to return the action for this item."""
return actions.ItemAction(consumer, self.parent)
def activate(self, action: actions.ItemAction) -> None:
"""Invoke this item's ability.
`action` is the context for this activation.
"""
raise NotImplementedError()
def consume(self) -> None:
"""Remove the consumed item from its containing inventory."""
entity = self.parent
inventory = entity.parent
if isinstance(inventory, components.inventory.Inventory):
inventory.items.remove(entity)
class ConfusionConsumable(Consumable):
def __init__(self, number_of_turns: int):
self.number_of_turns = number_of_turns
def get_action(self, consumer: Actor) -> SingleRangedAttackHandler:
self.engine.message_log.add_message(
"Select a target location.", color.needs_target
)
return SingleRangedAttackHandler(
self.engine,
callback=lambda xy: actions.ItemAction(consumer, self.parent, xy),
)
def activate(self, action: actions.ItemAction) -> None:
consumer = action.entity
target = action.target_actor
if not self.engine.game_map.visible[action.target_xy]:
raise Impossible("You cannot target an area that you cannot see.")
if not target:
raise Impossible("You must select an enemy to target.")
if target is consumer:
raise Impossible("You cannot confuse yourself!")
self.engine.message_log.add_message(
f"The eyes of the {target.name} look vacant, as it starts to stumble around!",
color.status_effect_applied,
)
target.ai = components.ai.ConfusedEnemy(
entity=target,
previous_ai=target.ai,
turns_remaining=self.number_of_turns,
)
self.consume()
class HealingConsumable(Consumable):
def __init__(self, amount: int):
self.amount = amount
def activate(self, action: actions.ItemAction) -> None:
consumer = action.entity
amount_recovered = consumer.fighter.heal(self.amount)
if amount_recovered > 0:
self.engine.message_log.add_message(
f"You consume the {self.parent.name}, and recover {amount_recovered} HP!",
color.health_recovered,
)
self.consume()
else:
raise Impossible(f"Your health is already full.")
class FireballDamageConsumable(Consumable):
def __init__(self, damage: int, radius: int):
self.damage = damage
self.radius = radius
def get_action(self, consumer: Actor) -> AreaRangedAttackHandler:
self.engine.message_log.add_message(
"Select a target location.", color.needs_target
)
return AreaRangedAttackHandler(
self.engine,
self.radius,
lambda xy: actions.ItemAction(consumer, self.parent, xy),
)
def activate(self, action: actions.ItemAction) -> None:
target_xy = action.target_xy
if not self.engine.game_map.visible[target_xy]:
raise Impossible("You cannot target an area that you cannot see.")
targets_hit = False
for actor in self.engine.game_map.actors:
if actor.distance(*target_xy) <= self.radius:
self.engine.message_log.add_message(
f"The {actor.name} is engulfed in a fiery explosion, taking {self.damage} damage!"
)
actor.fighter.take_damage(self.damage)
targets_hit = True
if not targets_hit:
raise Impossible("There are no targets in the radius.")
self.consume()
class LightningDamageConsumable(Consumable):
def __init__(self, damage: int, maximum_range: int):
self.damage = damage
self.maximum_range = maximum_range
def activate(self, action: actions.ItemAction) -> None:
consumer = action.entity
target = None
closest_distance = self.maximum_range + 1.0
for actor in self.engine.game_map.actors:
if actor is not consumer and self.parent.gamemap.visible[actor.x, actor.y]:
distance = consumer.distance(actor.x, actor.y)
if distance < closest_distance:
target = actor
closest_distance = distance
if target:
self.engine.message_log.add_message(
f"A lightning bolt stikes the {target.name} with a loud thunder, for {self.damage} damage!"
)
target.fighter.take_damage(self.damage)
self.consume()
else:
raise Impossible("No enemy is close enough to strike.")