diff --git a/erynrl/engine.py b/erynrl/engine.py index 52663ca..9573973 100644 --- a/erynrl/engine.py +++ b/erynrl/engine.py @@ -10,11 +10,12 @@ import tcod from . import log from . import monsters +from .actions import Action, ActionResult from .ai import HostileEnemy from .events import MainGameEventHandler from .geometry import Size from .map import Map -from .object import Entity, Hero, Monster +from .object import Actor, Entity, Hero, Monster if TYPE_CHECKING: from .events import EventHandler @@ -97,6 +98,77 @@ class Engine: self.event_handler.wait_for_events() + def process_hero_action(self, action: Action) -> ActionResult: + '''Process an Action for the hero.''' + log.ACTIONS_TREE.info('Processing Hero Actions') + log.ACTIONS_TREE.info('|-> %s', action.actor) + + return self._perform_action_until_done(action) + + def process_entity_actions(self): + hero_position = self.hero.position + + # Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean + # distance to the Hero, so entities closer to the hero act first. + entities = sorted( + self.entities, + key=lambda e: e.position.euclidean_distance_to(hero_position)) + + log.ACTIONS_TREE.info('Processing Entity Actions') + + for i, ent in enumerate(entities): + if not isinstance(ent, Actor): + continue + + ent_ai = ent.ai + if not ent_ai: + continue + + if self.map.visible[tuple(ent.position)]: + log.ACTIONS_TREE.info('%s-> %s', '|' if i < len(entities) - 1 else '`', ent) + + action = ent_ai.act(self) + self._perform_action_until_done(action) + + def _perform_action_until_done(self, action: Action) -> ActionResult: + '''Perform the given action and any alternate follow-up actions until the action chain is done.''' + result = action.perform(self) + + if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]: + if result.alternate: + alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]' + else: + alternate_string = str(result.alternate) + log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s', + '|' if not result.success or not result.done else '`', + action, + result.success, + result.done, + alternate_string) + + while not result.done: + action = result.alternate + assert action is not None, f'Action {result.action} incomplete but no alternate action given' + + result = action.perform(self) + + if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.map.visible[tuple(action.actor.position)]: + if result.alternate: + alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]' + else: + alternate_string = str(result.alternate) + log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s', + '|' if not result.success or not result.done else '`', + action, + result.success, + result.done, + alternate_string) + + if result.success: + break + + return result + def update_field_of_view(self) -> None: '''Compute visible area of the map based on the player's position and point of view.''' # FIXME: Move this to the Map class diff --git a/erynrl/events.py b/erynrl/events.py index f331b21..bd940ed 100644 --- a/erynrl/events.py +++ b/erynrl/events.py @@ -7,9 +7,8 @@ from typing import Optional, TYPE_CHECKING import tcod from . import log -from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction +from .actions import Action, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction from .geometry import Direction -from .object import Actor if TYPE_CHECKING: from .engine import Engine @@ -35,79 +34,15 @@ class EventHandler(tcod.event.EventDispatch[Action]): log.EVENTS.debug('Unhandled event: %s', event) return - log.ACTIONS_TREE.info('Processing Hero Actions') - log.ACTIONS_TREE.info('|-> %s', action.actor) - - result = self.perform_action_until_done(action) + result = self.engine.process_hero_action(action) # Player's action failed, don't proceed with turn. if not result.success and result.done: return - # Copy the list so we only act on the entities that exist at the start of this turn. Sort it by Euclidean - # distance to the Hero, so entities closer to the hero act first. - hero_position = self.engine.hero.position - entities = sorted( - self.engine.entities, - key=lambda e: e.position.euclidean_distance_to(hero_position)) - - log.ACTIONS_TREE.info('Processing Entity Actions') - - for i, ent in enumerate(entities): - if not isinstance(ent, Actor): - continue - - ent_ai = ent.ai - if not ent_ai: - continue - - if self.engine.map.visible[tuple(ent.position)]: - log.ACTIONS_TREE.info('%s-> %s', '|' if i < len(entities) - 1 else '`', ent) - - action = ent_ai.act(self.engine) - self.perform_action_until_done(action) - + self.engine.process_entity_actions() self.engine.update_field_of_view() - def perform_action_until_done(self, action: Action) -> ActionResult: - '''Perform the given action and any alternate follow-up actions until the action chain is done.''' - result = action.perform(self.engine) - - if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.engine.map.visible[tuple(action.actor.position)]: - if result.alternate: - alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]' - else: - alternate_string = str(result.alternate) - log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s', - '|' if not result.success or not result.done else '`', - action, - result.success, - result.done, - alternate_string) - - while not result.done: - action = result.alternate - assert action is not None, f'Action {result.action} incomplete but no alternate action given' - - result = action.perform(self.engine) - - if log.ACTIONS_TREE.isEnabledFor(log.INFO) and self.engine.map.visible[tuple(action.actor.position)]: - if result.alternate: - alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]' - else: - alternate_string = str(result.alternate) - log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s', - '|' if not result.success or not result.done else '`', - action, - result.success, - result.done, - alternate_string) - - if result.success: - break - - return result - def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]: return ExitAction(self.engine.hero)