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actions.py
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from __future__ import annotations
from typing import 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 self.entity.gamemap.engine
def perform(self) -> None:
raise NotImplementedError()
class PickupAction(Action):
def __init__(self, entity: Actor):
super().__init__(entity)
def perform(self) -> None:
actor_location_x = self.entity.x
actor_location_y = self.entity.y
inventory = self.entity.inventory
for item in self.engine.game_map.items:
if actor_location_x == item.x and actor_location_y == item.y:
if len(inventory.items) >= inventory.capacity:
raise exceptions.Impossible("Your inventory is full.")
self.engine.game_map.entities.remove(item)
item.parent = self.entity.inventory
inventory.items.append(item)
self.engine.message_log.add_message(f"You picked up the {item.name}!")
return
raise exceptions.Impossible("There is nothing here to pick up.")
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 self.engine.game_map.get_actor_at_location(*self.target_xy)
def perform(self) -> None:
if self.item.consumable:
self.item.consumable.activate(self)
class DropItem(ItemAction):
def perform(self) -> None:
if self.entity.equipment.item_is_equipped(self.item):
self.entity.equipment.toggle_equip(self.item)
self.entity.inventory.drop(self.item)
class EquipAction(Action):
def __init__(self, entity: Actor, item: Item):
super().__init__(entity)
self.item = item
def perform(self) -> None:
self.entity.equipment.toggle_equip(self.item)
class WaitAction(Action):
def perform(self) -> None:
pass
class TakeStairsAction(Action):
def perform(self) -> None:
if (self.entity.x, self.entity.y) == self.engine.game_map.downstairs_location:
self.engine.game_world.generate_floor()
self.engine.message_log.add_message(
"You descend the staircase.", color.descend
)
else:
raise exceptions.Impossible("There are no stairs here.")
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]:
return self.entity.x + self.dx, self.entity.y + self.dy
@property
def blocking_entity(self) -> Optional[Entity]:
return self.engine.game_map.get_blocking_entity_at_location(*self.dest_xy)
@property
def target_actor(self) -> Optional[Actor]:
return self.engine.game_map.get_actor_at_location(*self.dest_xy)
def perform(self) -> None:
raise NotImplementedError()
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):
raise exceptions.Impossible("That way is blocked.")
if not self.engine.game_map.tiles["walkable"][dest_x, dest_y]:
raise exceptions.Impossible("That way is blocked.")
if self.engine.game_map.get_blocking_entity_at_location(dest_x, dest_y):
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()