2022-04-30 21:59:01 -07:00
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# Eryn Wells <eryn@erynwells.me>
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2022-05-07 11:56:55 -07:00
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'''Defines event handling mechanisms.'''
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2022-05-07 12:25:46 -07:00
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import logging
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2022-05-08 10:03:28 -07:00
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from typing import Optional, TYPE_CHECKING
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import tcod
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from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
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from .geometry import Direction
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from .object import Actor
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if TYPE_CHECKING:
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from .engine import Engine
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LOG = logging.getLogger('events')
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class EventHandler(tcod.event.EventDispatch[Action]):
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'''Handler of `tcod` events'''
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def __init__(self, engine: 'Engine'):
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super().__init__()
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self.engine = engine
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def wait_for_events(self):
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'''Wait for events and handle them.'''
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for event in tcod.event.wait():
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self.handle_event(event)
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def handle_event(self, event: tcod.event.Event) -> None:
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'''Handle the given event. Transform that event into an Action via an EventHandler and perform it.'''
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action = self.dispatch(event)
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if not action:
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return
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result = self.perform_action_until_done(action)
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# Action failed, so do nothing further.
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if not result.success and result.done:
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return
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# Copy the list so we only act on the entities that exist at the start of this turn
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entities = list(self.engine.entities)
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for ent in entities:
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if not isinstance(ent, Actor):
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continue
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ent_ai = ent.ai
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if not ent_ai:
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continue
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action = ent_ai.act(self.engine)
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self.perform_action_until_done(action)
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self.engine.update_field_of_view()
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def perform_action_until_done(self, action: Action) -> ActionResult:
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'''Perform the given action and any alternate follow-up actions until the action chain is done.'''
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result = action.perform(self.engine)
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LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
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while not result.done:
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alternate = result.alternate
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assert alternate is not None, f'Action {result.action} incomplete but no alternate action given'
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result = alternate.perform(self.engine)
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LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
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if result.success:
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LOG.info('Action succeded!')
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break
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if result.done:
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LOG.info('Action failed!')
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break
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return result
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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return ExitAction()
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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hero = self.engine.hero
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sym = event.sym
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match sym:
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case tcod.event.KeySym.b:
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action = BumpAction(hero, Direction.SouthWest)
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case tcod.event.KeySym.h:
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action = BumpAction(hero, Direction.West)
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case tcod.event.KeySym.j:
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action = BumpAction(hero, Direction.South)
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case tcod.event.KeySym.k:
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action = BumpAction(hero, Direction.North)
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case tcod.event.KeySym.l:
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action = BumpAction(hero, Direction.East)
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case tcod.event.KeySym.n:
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action = BumpAction(hero, Direction.SouthEast)
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case tcod.event.KeySym.u:
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action = BumpAction(hero, Direction.NorthEast)
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case tcod.event.KeySym.y:
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action = BumpAction(hero, Direction.NorthWest)
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case tcod.event.KeySym.SPACE:
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action = RegenerateRoomsAction()
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case tcod.event.KeySym.PERIOD:
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action = WaitAction(hero)
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return action
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