going-rogue/erynrl/events.py

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# Eryn Wells <eryn@erynwells.me>
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'''Defines event handling mechanisms.'''
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from typing import Optional, TYPE_CHECKING
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import tcod
from . import log
from .actions.action import Action
from .actions.game import ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
from .geometry import Direction, Point
if TYPE_CHECKING:
from .engine import Engine
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class EventHandler(tcod.event.EventDispatch[Action]):
'''Abstract event handler class'''
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def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine
def handle_events(self, context: tcod.context.Context):
'''Wait for events and handle them.'''
for event in tcod.event.wait():
context.convert_event(event)
self.handle_event(event)
def handle_event(self, event: tcod.event.Event):
'''
Handle an event by transforming it into an Action and processing it until it is completed. If the Action
succeeds, also process actions from other Entities.
Parameters
----------
event : tcod.event.Event
The event to handle
'''
action = self.dispatch(event)
# Unhandled event. Ignore it.
if not action:
log.EVENTS.debug('Unhandled event: %s', event)
return
self.engine.process_input_action(action)
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
return ExitAction()
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class MainGameEventHandler(EventHandler):
'''
Handler of `tcod` events for the main game.
Receives input from the player and dispatches actions to the game engine to interat with the hero and other objects
in the game.
'''
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
hero = self.engine.hero
is_shift_pressed = bool(event.mod & tcod.event.Modifier.SHIFT)
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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)
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case tcod.event.KeySym.ESCAPE:
action = ExitAction()
case tcod.event.KeySym.SPACE:
action = RegenerateRoomsAction()
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case tcod.event.KeySym.PERIOD:
if not is_shift_pressed:
action = WaitAction(hero)
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return action
def ev_mousemotion(self, event: tcod.event.MouseMotion) -> Optional[Action]:
mouse_point = Point(event.tile.x, event.tile.y)
if not self.engine.map.tile_is_in_bounds(mouse_point):
mouse_point = None
self.engine.update_mouse_point(mouse_point)
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class GameOverEventHandler(EventHandler):
'''When the game is over (the hero dies, the player quits, etc), this event handler takes over.'''
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
sym = event.sym
match sym:
case tcod.event.KeySym.ESCAPE:
action = ExitAction()
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return action