Add an Actor subclass of Entity

Make Hero and Monster subclasses of Actor
This commit is contained in:
Eryn Wells 2022-05-08 23:35:47 -07:00
parent 7653df1e3f
commit 021b82c93a

View file

@ -49,26 +49,90 @@ class Entity:
def __repr__(self) -> str:
return f'{self.__class__.__name__}({self.symbol}, position={self.position}, fg={self.foreground}, bg={self.background})'
class Hero(Entity):
class Actor(Entity):
def __init__(self, symbol: str, *,
position: Optional[Point] = None,
blocks_movement: Optional[bool] = True,
ai: Optional[Type['AI']] = None,
fighter: Optional[Fighter] = None,
fg: Optional[Tuple[int, int, int]] = None,
bg: Optional[Tuple[int, int, int]] = None):
super().__init__(symbol, position=position, blocks_movement=blocks_movement, fg=fg, bg=bg)
# Components
self.ai = ai
self.fighter = fighter
@property
def name(self) -> str:
return 'Actor'
@property
def sight_radius(self) -> int:
'''The number of tiles this entity can see around itself'''
return 0
@property
def yields_corpse_on_death(self) -> bool:
'''True if this Actor should produce a corpse when it dies'''
return False
def __repr__(self) -> str:
return f'{self.__class__.__name__}({self.symbol!r}, position={self.position!r}, fighter={self.fighter!r}, ai={self.ai!r}, fg={self.foreground!r}, bg={self.background!r})'
class Hero(Actor):
'''The hero, the player character'''
def __init__(self, position: Point):
super().__init__('@', position=position, fg=tuple(tcod.white))
self.fighter = Fighter(maximum_hit_points=30, attack_power=5, defense=2)
super().__init__('@',
position=position,
fighter=Fighter(maximum_hit_points=30, attack_power=5, defense=2),
fg=tuple(tcod.white))
@property
def name(self) -> str:
return 'Hero'
@property
def sight_radius(self) -> int:
# TODO: Make this configurable
return 8
def __str__(self) -> str:
return f'{self.symbol}[{self.position}][{self.fighter.hit_points}/{self.fighter.maximum_hit_points}]'
class Monster(Entity):
'''An instance of a Species.'''
class Monster(Actor):
'''An instance of a Species'''
def __init__(self, species: Species, ai_class: Type['AI'], position: Point = None):
super().__init__(species.symbol, ai=ai_class(self), position=position, fg=species.foreground_color, bg=species.background_color)
fighter = Fighter(
maximum_hit_points=species.maximum_hit_points,
attack_power=species.attack_power,
defense=species.defense)
super().__init__(
species.symbol,
ai=ai_class(self),
position=position,
fighter=fighter,
fg=species.foreground_color,
bg=species.background_color)
self.species = species
self.fighter = Fighter(maximum_hit_points=species.maximum_hit_points,
attack_power=species.attack_power,
defense=species.defense)
@property
def name(self) -> str:
return self.species.name
@property
def sight_radius(self) -> int:
return self.species.sight_radius
@property
def yields_corpse_on_death(self) -> bool:
return True
def __str__(self) -> str:
return f'{self.symbol}[{self.species.name}][{self.position}][{self.fighter.hit_points}/{self.fighter.maximum_hit_points}]'
return f'{self.name} with {self.fighter.hit_points}/{self.fighter.maximum_hit_points} hp at {self.position}'