going-rogue/erynrl/actions/game.py

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'''
This module defines all of the actions that can be performed by the game. These actions can come from the player (e.g.
via keyboard input), or from non-player entities (e.g. AI deciboard input), or from non-player entities (e.g. AI
decisions).
Class Hierarchy
---------------
Action : Base class of all actions
MoveAction : Base class for all actions that are performed with a direction
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BumpAction
WalkAction
MeleeAction
ExitAction
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WaitAction
'''
import random
from typing import TYPE_CHECKING
from .. import items
from .. import log
from ..geometry import Vector
from ..object import Actor, Item
from .action import Action, ActionWithActor
from .result import ActionResult
if TYPE_CHECKING:
from ..engine import Engine
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class ExitAction(Action):
'''Exit the game.'''
def perform(self, engine: 'Engine') -> ActionResult:
raise SystemExit()
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class RegenerateRoomsAction(Action):
'''Regenerate the dungeon map'''
def perform(self, engine: 'Engine') -> ActionResult:
return self.failure()
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class MoveAction(ActionWithActor):
'''An abstract Action that requires a direction to complete.'''
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def __init__(self, actor: Actor, direction: Vector):
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super().__init__(actor)
self.direction = direction
def __repr__(self):
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return f'{self.__class__.__name__}({self.actor!r}, {self.direction!r})'
def __str__(self) -> str:
return f'{self.__class__.__name__} toward {self.direction} by {self.actor!s}'
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class BumpAction(MoveAction):
'''Attempt to perform a movement action in a direction.
This action tests if an action in the direction is possible and returns the action that can be completed.
Attributes
----------
direction : Vector
The direction to test
'''
def perform(self, engine: 'Engine') -> ActionResult:
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new_position = self.actor.position + self.direction
position_is_in_bounds = engine.map.point_is_in_bounds(new_position)
position_is_walkable = engine.map.point_is_walkable(new_position)
for ent in engine.entities:
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if new_position != ent.position or not ent.blocks_movement:
continue
entity_occupying_position = ent
break
else:
entity_occupying_position = None
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log.ACTIONS.info(
'Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
self.actor,
new_position,
position_is_in_bounds,
position_is_walkable,
entity_occupying_position)
if not position_is_in_bounds or not position_is_walkable:
return self.failure()
# TODO: I'm passing entity_occupying_position into the ActionResult below, but the type checker doesn't
# understand that the entity is an Actor. I think I need some additional checks here.
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if entity_occupying_position:
assert entity_occupying_position.blocks_movement
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return ActionResult(self, alternate=MeleeAction(self.actor, self.direction, entity_occupying_position))
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return ActionResult(self, alternate=WalkAction(self.actor, self.direction))
class WalkAction(MoveAction):
'''Walk one step in the given direction.'''
def perform(self, engine: 'Engine') -> ActionResult:
actor = self.actor
assert actor.fighter
new_position = actor.position + self.direction
log.ACTIONS.debug('Moving %s to %s', self.actor, new_position)
actor.position = new_position
try:
should_recover_hit_points = actor.fighter.passively_recover_hit_points(5)
if should_recover_hit_points:
return ActionResult(self, alternate=HealAction(actor, random.randint(1, 3)))
except AttributeError:
pass
return self.success()
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class MeleeAction(MoveAction):
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'''Perform a melee attack on another Actor'''
def __init__(self, actor: Actor, direction: Vector, target: Actor):
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super().__init__(actor, direction)
self.target = target
def perform(self, engine: 'Engine') -> ActionResult:
assert self.actor.fighter and self.target.fighter
fighter = self.actor.fighter
target_fighter = self.target.fighter
try:
damage = fighter.attack_power - target_fighter.defense
if damage > 0 and self.target:
log.ACTIONS.debug('%s attacks %s for %d damage!', self.actor, self.target, damage)
self.target.fighter.hit_points -= damage
if self.actor == engine.hero:
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engine.message_log.add_message(
f'You attack the {self.target.name} for {damage} damage!',
fg=(127, 255, 127))
elif self.target == engine.hero:
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engine.message_log.add_message(
f'The {self.actor.name} attacks you for {damage} damage!',
fg=(255, 127, 127))
else:
log.ACTIONS.debug('%s attacks %s but does no damage!', self.actor, self.target)
if self.target.fighter.is_dead:
log.ACTIONS.info('%s is dead!', self.target)
return ActionResult(self, alternate=DieAction(self.target))
except AttributeError:
return self.failure()
else:
return self.success()
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class WaitAction(ActionWithActor):
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'''Wait a turn'''
def perform(self, engine: 'Engine') -> ActionResult:
log.ACTIONS.debug('%s is waiting a turn', self.actor)
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if self.actor == engine.hero:
assert self.actor.fighter
fighter = self.actor.fighter
should_recover_hit_points = fighter.passively_recover_hit_points(20)
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if should_recover_hit_points:
return ActionResult(self, alternate=HealAction(self.actor, random.randint(1, 3)))
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return self.success()
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class DieAction(ActionWithActor):
'''Kill an Actor'''
def perform(self, engine: 'Engine') -> ActionResult:
engine.kill_actor(self.actor)
if self.actor == engine.hero:
engine.message_log.add_message('You die...', fg=(255, 127, 127))
else:
engine.message_log.add_message(f'The {self.actor.name} dies', fg=(127, 255, 127))
if self.actor.yields_corpse_on_death:
log.ACTIONS.debug('%s leaves a corpse behind', self.actor)
corpse = Item(kind=items.Corpse, name=f'{self.actor.name} Corpse', position=self.actor.position)
return ActionResult(self, alternate=DropItemAction(self.actor, corpse))
return self.success()
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class DropItemAction(ActionWithActor):
'''Drop an item'''
def __init__(self, actor: 'Actor', item: 'Item'):
super().__init__(actor)
self.item = item
def perform(self, engine: 'Engine') -> ActionResult:
engine.entities.add(self.item)
return self.success()
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class HealAction(ActionWithActor):
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'''Heal a target actor some number of hit points'''
def __init__(self, actor: 'Actor', hit_points_to_recover: int):
super().__init__(actor)
self.hit_points_to_recover = hit_points_to_recover
def perform(self, engine: 'Engine') -> ActionResult:
fighter = self.actor.fighter
if not fighter:
log.ACTIONS.error('Attempted to heal %s but it has no hit points', self.actor)
return self.failure()
fighter.hit_points += self.hit_points_to_recover
return self.success()