1
0
Fork 0
python-roguelike/input_handlers.py

328 lines
9.7 KiB
Python

from __future__ import annotations
from typing import overload, Optional, TYPE_CHECKING
import tcod.event
import actions
from actions import (
Action,
BumpAction,
PickupAction,
WaitAction
)
import color
import exceptions
if TYPE_CHECKING:
from engine import Engine
from entity import Item
MOVE_KEYS = {
# Arrow keys
tcod.event.K_UP: (0, -1),
tcod.event.K_DOWN: (0, 1),
tcod.event.K_LEFT: (-1, 0),
tcod.event.K_RIGHT: (1, 0),
tcod.event.K_HOME: (-1, -1),
tcod.event.K_END: (-1, 1),
tcod.event.K_PAGEUP: (1, -1),
tcod.event.K_PAGEDOWN: (1, 1),
# Numpad keys
tcod.event.K_KP_1: (-1, 1),
tcod.event.K_KP_2: (0, 1),
tcod.event.K_KP_3: (1, 1),
tcod.event.K_KP_4: (-1, 0),
tcod.event.K_KP_6: (1, 0),
tcod.event.K_KP_7: (-1, -1),
tcod.event.K_KP_8: (0, -1),
tcod.event.K_KP_9: (1, -1),
# Vi keys
tcod.event.K_h: (-1, 0),
tcod.event.K_j: (0, 1),
tcod.event.K_k: (0, -1),
tcod.event.K_l: (1, 0),
tcod.event.K_y: (-1, -1),
tcod.event.K_u: (1, -1),
tcod.event.K_b: (-1, 1),
tcod.event.K_n: (1, 1),
}
WAIT_KEYS = {
tcod.event.K_PERIOD,
tcod.event.K_KP_5,
tcod.event.K_CLEAR,
}
class EventHandler(tcod.event.EventDispatch[Action]):
def __init__(self, engine: Engine):
self.engine = engine
def handle_events(self, event: tcod.event.Event) -> None:
self.handle_action(self.dispatch(event))
def handle_action(self, action: Optional[Action]) -> bool:
"""Handle actions returned from event methods.
Returns True if the action will advance a turn.
"""
if action is None:
return False
try:
action.perform()
except exceptions.Impossible as exc:
self.engine.message_log.add_message(exc.args[0], color.impossible)
return False # Skip enemy turn on exceptions.
self.engine.handle_enemy_turns()
self.engine.update_fov()
return True
def ev_mousemotion(self, event: tcod.event.MouseMotion) -> None:
if self.engine.game_map.in_bounds(event.tile.x, event.tile.y):
self.engine.mouse_location = event.tile.x, event.tile.y
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
raise SystemExit()
def on_render(self, console: tcod.Console) -> None:
self.engine.render(console)
class AskUserEventHandler(EventHandler):
"""Handles user input for actions which require special input."""
def handle_action(self, action: Optional[Action]) -> bool:
"""Return to the main event handler when a valid action was performed."""
if super().handle_action(action):
self.engine.event_handler = MainGameEventHandler(self.engine)
return True
return False
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
"""By default any key exits this input handler."""
# Ignore modifier keys.
if event.sym in {
tcod.event.K_LSHIFT,
tcod.event.K_RSHIFT,
tcod.event.K_LCTRL,
tcod.event.K_RCTRL,
tcod.event.K_LALT,
tcod.event.K_RALT,
}:
return None
return self.on_exit()
def ev_mousebuttondown(self, event: tcod.event.MouseButtonDown) -> Optional[Action]:
"""By default any mouse click exits this input handler."""
return self.on_exit()
def on_exit(self) -> Optional[Action]:
"""Called when the user is trying to exit or cancel an action.
By default this returns to the main event handler.
"""
self.engine.event_handler = MainGameEventHandler(self.engine)
return None
class InventoryEventHandler(AskUserEventHandler):
"""This handler lets the user select an item.
What happens then depends on the subclass.
"""
TITLE = "<missing title>"
def on_render(self, console: tcod.Console) -> None:
"""Render an inventory menu, which displays the items in the inventory, and the letter
to select them. Will move to a different position based on where the player is located, so
the player can always see where they are.
"""
super().on_render(console)
number_of_items_in_inventory = len(self.engine.player.inventory.items)
height = number_of_items_in_inventory + 2
if height <= 3:
height = 3
if self.engine.player.x <= 30:
x = 40
else:
x = 0
y = 0
width = len(self.TITLE) + 4
console.draw_frame(
x,
y,
width,
height,
title=self.TITLE,
clear=True,
fg=(255, 255, 255),
bg=(0, 0, 0),
)
if number_of_items_in_inventory > 0:
for i, item in enumerate(self.engine.player.inventory.items):
item_key = chr(ord("a") + i)
console.print(x + 1, y + i + 1, f"({item_key}) {item.name}")
else:
console.print(x + 1, y + 1, "(Empty)")
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
player = self.engine.player
key = event.sym
index = key - tcod.event.K_a
if 0 <= index <= 26:
try:
selected_item = player.inventory.items[index]
except IndexError:
self.engine.message_log.add_message("Invalid entry.", color.invalid)
return None
return self.on_item_selected(selected_item)
return super().ev_keydown(event)
@overload
def on_item_selected(self, item: Item) -> Optional[Action]:
"""Called when the user selects a valid item."""
class InventoryActivateHandler(InventoryEventHandler):
"""Handle using an inventory item."""
TITLE = "Select an item to use"
def on_item_selected(self, item: Item) -> Optional[Action]:
"""Return the action for the selected item."""
return item.consumable.get_action(self.engine.player)
class InventoryDropHandler(InventoryEventHandler):
"""Handle dropping an inventory item."""
TITLE = "Select an item to drop"
def on_item_selected(self, item: Item) -> Optional[Action]:
"""Drop this item."""
return actions.DropItem(self.engine.player, item)
class MainGameEventHandler(EventHandler):
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
key = event.sym
player = self.engine.player
if key in MOVE_KEYS:
dx, dy = MOVE_KEYS[key]
action = BumpAction(player, dx, dy)
elif key in WAIT_KEYS:
action = WaitAction(player)
elif key == tcod.event.K_ESCAPE:
raise SystemExit()
elif key == tcod.event.K_v:
self.engine.event_handler = HistoryViewer(self.engine)
elif key == tcod.event.K_g:
action = PickupAction(player)
elif key == tcod.event.K_i:
self.engine.event_handler = InventoryActivateHandler(self.engine)
elif key == tcod.event.K_d:
self.engine.event_handler = InventoryDropHandler(self.engine)
# No valid key was pressed
return action
class GameOverEventHandler(EventHandler):
def ev_keydown(self, event: tcod.event.KeyDown) -> None:
if event.sym == tcod.event.K_ESCAPE:
raise SystemExit()
CURSOR_Y_KEYS = {
tcod.event.K_UP: -1,
tcod.event.K_DOWN: 1,
tcod.event.K_PAGEUP: -10,
tcod.event.K_PAGEDOWN: 10,
}
class HistoryViewer(EventHandler):
"""Print the history on a larger window which can be navigated."""
def __init__(self, engine: Engine):
super().__init__(engine)
self.log_length = len(engine.message_log.messages)
self.cursor = self.log_length - 1
def on_render(self, console: tcod.Console) -> None:
super().on_render(console) # Draw the main state as the background.
log_console = tcod.Console(console.width - 6, console.height - 6)
# Draw a frame with a custom banner title.
log_console.draw_frame(0, 0, log_console.width, log_console.height)
log_console.print_box(
0,
0,
log_console.width,
1,
"┤Message history├",
alignment=tcod.CENTER
)
# Render the message log using the cursor parameter.
self.engine.message_log.render_messages(
log_console,
1,
1,
log_console.width - 2,
log_console.height - 2,
self.engine.message_log.messages[: self.cursor + 1],
)
log_console.blit(console, 3, 3)
def ev_keydown(self, event: tcod.event.KeyDown) -> None:
# Fancy conditional movement to make it feel right.
if event.sym in CURSOR_Y_KEYS:
adjust = CURSOR_Y_KEYS[event.sym]
if adjust < 0 and self.cursor == 0:
# Only move from the top to the bottom when you're on the edge.
self.cursor = self.log_length - 1
elif adjust > 0 and self.cursor == self.log_length - 1:
# Same with bottom to top movement.
self.cursor = 0
else:
# Otherwise move while staying clamped to the bounds of the history log.
self.cursor = max(0, min(self.cursor + adjust, self.log_length - 1))
elif event.sym == tcod.event.K_HOME:
self.cursor = 0 # Move directly to the top message.
elif event.sym == tcod.event.K_END:
self.cursor = self.log_length - 1 # Move directly to the last message.
else: # Any other key moves back to the main game state.
self.engine.event_handler = MainGameEventHandler(self.engine)