Move the action perform logic to Action.perform() on each Action subclass
Rename Object to Entity to avoid name clashes with Python.object
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cde6ea2065
commit
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4 changed files with 49 additions and 57 deletions
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@ -1,14 +1,28 @@
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#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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import logging
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from .engine import Engine
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from .geometry import Vector
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from .object import Entity
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LOG = logging.getLogger('events')
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class Action:
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pass
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def perform(self, engine: Engine, entity: Entity) -> None:
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'''
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Perform this action. This is an abstract method that all subclasses
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should implement.
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'''
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raise NotImplementedError()
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class ExitAction(Action):
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pass
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def perform(self, engine: Engine, entity: Entity) -> None:
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raise SystemExit()
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class RegenerateRoomsAction(Action):
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pass
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def perform(self, engine: Engine, entity: Entity) -> None:
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...
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class MovePlayerAction(Action):
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class Direction:
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@ -22,4 +36,15 @@ class MovePlayerAction(Action):
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NorthWest = Vector(-1, -1)
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def __init__(self, direction: Direction):
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self.direction = direction
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self.direction = direction
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def perform(self, engine: Engine, entity: Entity) -> None:
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new_player_position = entity.position + self.direction
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position_is_in_bounds = self.map.tile_is_in_bounds(new_player_position)
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position_is_walkable = self.map.tile_is_walkable(new_player_position)
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overlaps_an_entity = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in engine.entities)
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LOG.debug(f'Attempting to move player to {new_player_position} (in_bounds:{position_is_in_bounds} walkable:{position_is_walkable} overlaps:{overlaps_an_entity})')
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if position_is_in_bounds and position_is_walkable and not overlaps_an_entity:
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self.player.move_to(new_player_position)
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@ -7,7 +7,7 @@ from .actions import ExitAction, MovePlayerAction, RegenerateRoomsAction
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from .events import EventHandler
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from .geometry import Point, Size
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from .map import Map
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from .object import Object
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from .object import Entity
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from typing import AbstractSet
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LOG = logging.getLogger('engine')
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@ -30,10 +30,10 @@ class Engine:
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first_room = self.map.rooms[0]
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player_start_position = first_room.midpoint
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self.player = Object('@', tcod.white, x=player_start_position.x, y=player_start_position.y)
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self.objects: AbstractSet[Object] = {self.player}
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self.player = Entity('@', tcod.white, x=player_start_position.x, y=player_start_position.y)
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self.entities: AbstractSet[Entity] = {self.player}
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for _ in range(self.rng.randint(1, 15)):
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self.objects.add(Object('@', color=tcod.yellow, x=self.rng.randint(0, map_size.width), y=self.rng.randint(0, map_size.height)))
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self.entities.add(Entity('@', color=tcod.yellow, x=self.rng.randint(0, map_size.width), y=self.rng.randint(0, map_size.height)))
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def handle_event(self, event: tcod.event.Event):
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action = self.event_handler.dispatch(event)
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@ -41,18 +41,7 @@ class Engine:
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if not action:
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return
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if isinstance(action, MovePlayerAction):
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map_size = self.configuration.map_size
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new_player_position = Point(self.player.x + action.direction[0],
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self.player.y + action.direction[1])
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can_move_to_map_position = self.map.tile_is_in_bounds(new_player_position) and self.map.tile_is_walkable(new_player_position)
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overlaps_an_object = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in self.objects)
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EVENT_LOG.debug(f'Attempting to move player to {new_player_position}; can_move:{can_move_to_map_position} overlaps:{overlaps_an_object}')
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if can_move_to_map_position and not overlaps_an_object:
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self.player.move_to(new_player_position)
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if isinstance(action, ExitAction):
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raise SystemExit()
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action.perform(self, self.player)
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# if isinstance(action, RegenerateRoomsAction):
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# partitions, rooms = generate_rooms(random)
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@ -60,5 +49,5 @@ class Engine:
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def print_to_console(self, console):
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self.map.print_to_console(console)
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for obj in self.objects:
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obj.print_to_console(console)
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for ent in self.entities:
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ent.print_to_console(console)
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@ -88,4 +88,8 @@ class Map:
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# fg=(255, 255, 255), bg=(80, 40, 40), clear=True)
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size = self.size
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console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]
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console.tiles_rgb[0:size.width, 0:size.height] = self.tiles["dark"]
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class RectangularRoom:
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def __init__(self, bounds: Rect):
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self.bounds = bounds
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@ -2,42 +2,16 @@
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# Eryn Wells <eryn@erynwells.me>
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import tcod
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from .geometry import Point, Vector
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from .geometry import Point
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from typing import Optional
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class Object:
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'''A drawable object with a symbol and (x, y) position.'''
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class Entity:
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'''A single-tile drawable entity with a symbol and position.'''
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def __init__(self, symbol: str, color: tcod.Color = (255, 255, 255), x: int = 0, y: int = 0):
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self.__x = int(x)
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self.__y = int(y)
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self.__color = color
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self.__symbol = symbol
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@property
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def x(self):
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return self.__x
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@x.setter
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def x(self, value):
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self.__x = int(value)
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@property
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def y(self):
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return self.__y
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@y.setter
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def y(self, value):
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self.__y = int(value)
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def move(self, delta: Vector):
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'''Move this object by (dx, dy).'''
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self.__x += delta.dx
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self.__y += delta.dy
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def move_to(self, point: Point) -> None:
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'''Move this object directly to the given position.'''
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self.__x = point.x
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self.__y = point.y
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def __init__(self, symbol: str, *, position: Optional[Point] = None, color: Optional[tcod.Color] = None):
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self.position = position if position else Point()
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self.color = color if color else tcod.white
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self.symbol = symbol
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def print_to_console(self, console: tcod.Console) -> None:
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console.print(x=self.__x, y=self.__y, string=self.__symbol, fg=self.__color)
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