Let Entity.ai produce its own Actions!
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1 changed files with 5 additions and 17 deletions
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@ -3,14 +3,12 @@
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'''Defines event handling mechanisms.'''
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'''Defines event handling mechanisms.'''
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import logging
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import logging
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import random
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from typing import Optional, TYPE_CHECKING
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from typing import MutableSet, Optional, TYPE_CHECKING
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import tcod
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import tcod
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from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
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from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
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from .geometry import Direction
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from .geometry import Direction
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from .object import Entity
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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from .engine import Engine
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from .engine import Engine
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@ -42,23 +40,13 @@ class EventHandler(tcod.event.EventDispatch[Action]):
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if not result.success and result.done:
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if not result.success and result.done:
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return
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return
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directions = list(Direction.all())
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hero = self.engine.hero
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moved_entities: MutableSet[Entity] = {self.engine.hero}
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for ent in self.engine.entities:
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for ent in self.engine.entities:
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if ent == hero:
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ent_ai = ent.ai
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if not ent_ai:
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continue
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continue
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while True:
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action = ent_ai.act(self.engine)
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new_position = ent.position + random.choice(directions)
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self.perform_action_until_done(action)
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overlaps_with_previously_moved_entity = any(new_position == moved_ent.position for moved_ent in moved_entities)
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tile_is_walkable = self.engine.map.tile_is_walkable(new_position)
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if not overlaps_with_previously_moved_entity and tile_is_walkable:
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ent.position = new_position
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moved_entities.add(ent)
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break
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self.engine.update_field_of_view()
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self.engine.update_field_of_view()
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