Let Entity.ai produce its own Actions!

This commit is contained in:
Eryn Wells 2022-05-08 10:03:28 -07:00
parent 6bb5d819bf
commit 46e1a42060

View file

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