going-rogue/roguebasin/events.py

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# Eryn Wells <eryn@erynwells.me>
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'''Defines event handling mechanisms.'''
import logging
import random
from typing import MutableSet, Optional, TYPE_CHECKING
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import tcod
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from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
from .geometry import Direction
from .object import Entity
if TYPE_CHECKING:
from .engine import Engine
LOG = logging.getLogger('events')
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class EventHandler(tcod.event.EventDispatch[Action]):
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'''Handler of `tcod` events'''
def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine
def wait_for_events(self):
'''Wait for events and handle them.'''
for event in tcod.event.wait():
self.handle_event(event)
def handle_event(self, event: tcod.event.Event) -> None:
'''Handle the given event. Transform that event into an Action via an EventHandler and perform it.'''
action = self.dispatch(event)
if not action:
return
result = self.perform_action_until_done(action)
# Action failed, so do nothing further.
if not result.success and result.done:
return
directions = list(Direction.all())
hero = self.engine.hero
moved_entities: MutableSet[Entity] = {self.engine.hero}
for ent in self.engine.entities:
if ent == hero:
continue
while True:
new_position = ent.position + random.choice(directions)
overlaps_with_previously_moved_entity = any(new_position == moved_ent.position for moved_ent in moved_entities)
tile_is_walkable = self.engine.map.tile_is_walkable(new_position)
if not overlaps_with_previously_moved_entity and tile_is_walkable:
ent.position = new_position
moved_entities.add(ent)
break
self.engine.update_field_of_view()
def perform_action_until_done(self, action: Action) -> ActionResult:
'''Perform the given action and any alternate follow-up actions until the action chain is done.'''
result = action.perform(self.engine)
LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
while not result.done:
alternate = result.alternate
assert alternate is not None, f'Action {result.action} incomplete but no alternate action given'
result = alternate.perform(self.engine)
LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
if result.success:
LOG.info('Action succeded!')
break
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if result.done:
LOG.info('Action failed!')
break
return result
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
return ExitAction()
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
hero = self.engine.hero
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sym = event.sym
match sym:
case tcod.event.KeySym.b:
action = BumpAction(hero, Direction.SouthWest)
case tcod.event.KeySym.h:
action = BumpAction(hero, Direction.West)
case tcod.event.KeySym.j:
action = BumpAction(hero, Direction.South)
case tcod.event.KeySym.k:
action = BumpAction(hero, Direction.North)
case tcod.event.KeySym.l:
action = BumpAction(hero, Direction.East)
case tcod.event.KeySym.n:
action = BumpAction(hero, Direction.SouthEast)
case tcod.event.KeySym.u:
action = BumpAction(hero, Direction.NorthEast)
case tcod.event.KeySym.y:
action = BumpAction(hero, Direction.NorthWest)
case tcod.event.KeySym.SPACE:
action = RegenerateRoomsAction()
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case tcod.event.KeySym.PERIOD:
action = WaitAction(hero)
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return action