Clean up Action processing a little bit
- Sort entities by their Euclidean distance to the hero so actions from entities near the hero are processed first - Fewer local variables for cleaner reading - Pass hero into the RegerateRoomsAction, which was causing a pylint error
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1 changed files with 15 additions and 11 deletions
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@ -32,18 +32,25 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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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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# Unhandled event. Ignore it.
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if not action:
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LOG.debug('Unhandled event: %s', event)
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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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# Player's action failed, don't proceed with turn.
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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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# Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean
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# distance to the Hero, so entities closer to the hero act first.
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hero_position = self.engine.hero.position
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entities = sorted(
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self.engine.entities,
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key=lambda e: e.position.euclidean_distance_to(hero_position))
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for i, ent in enumerate(entities):
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if not isinstance(ent, Actor):
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continue
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@ -62,18 +69,15 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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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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action = result.alternate
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assert action 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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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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if result.success:
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break
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if result.done:
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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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@ -103,7 +107,7 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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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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action = RegenerateRoomsAction(hero)
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case tcod.event.KeySym.PERIOD:
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action = WaitAction(hero)
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