Refactor event handling into EventHandler
Move all the event handling code from Engine to EventHandler. EventHandler has a reference to Engine and can deal with entities from its methods. Refactor Action to take an optional Entity in its initializer. Some actions don't require an Entity, but many do/will.
This commit is contained in:
parent
d75c9faea3
commit
8b3c0137a5
4 changed files with 107 additions and 82 deletions
|
@ -64,9 +64,9 @@ def main(argv):
|
|||
tileset = tcod.tileset.load_tilesheet(font, 16, 16, tcod.tileset.CHARMAP_CP437)
|
||||
console = tcod.Console(CONSOLE_WIDTH, CONSOLE_HEIGHT, order='F')
|
||||
|
||||
event_handler = EventHandler()
|
||||
configuration = Configuration(map_size=Size(MAP_WIDTH, MAP_HEIGHT))
|
||||
engine = Engine(event_handler, configuration)
|
||||
engine = Engine(configuration)
|
||||
event_handler = EventHandler(engine)
|
||||
|
||||
with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context:
|
||||
while True:
|
||||
|
@ -74,8 +74,7 @@ def main(argv):
|
|||
engine.print_to_console(console)
|
||||
context.present(console)
|
||||
|
||||
for event in tcod.event.wait():
|
||||
engine.handle_event(event)
|
||||
event_handler.wait_for_events()
|
||||
|
||||
def run_until_exit():
|
||||
'''
|
||||
|
|
|
@ -71,15 +71,16 @@ class ActionResult:
|
|||
class Action:
|
||||
'''An action that an Entity should perform.'''
|
||||
|
||||
def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
|
||||
def __init__(self, entity: Optional[Entity] = None):
|
||||
self.entity = entity
|
||||
|
||||
def perform(self, engine: 'Engine') -> ActionResult:
|
||||
'''Perform this action.
|
||||
|
||||
Parameters
|
||||
----------
|
||||
engine : Engine
|
||||
The game engine
|
||||
entity : Entity
|
||||
The entity that this action is being performed on
|
||||
|
||||
Returns
|
||||
-------
|
||||
|
@ -95,21 +96,21 @@ class Action:
|
|||
class ExitAction(Action):
|
||||
'''Exit the game.'''
|
||||
|
||||
def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
|
||||
def perform(self, engine: 'Engine') -> ActionResult:
|
||||
raise SystemExit()
|
||||
|
||||
class RegenerateRoomsAction(Action):
|
||||
'''Regenerate the dungeon map'''
|
||||
|
||||
def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
|
||||
def perform(self, engine: 'Engine') -> ActionResult:
|
||||
return ActionResult(self, success=False)
|
||||
|
||||
# pylint: disable=abstract-method
|
||||
class MoveAction(Action):
|
||||
'''An abstract Action that requires a direction to complete.'''
|
||||
|
||||
def __init__(self, direction: Direction):
|
||||
super().__init__()
|
||||
def __init__(self, entity: Entity, direction: Direction):
|
||||
super().__init__(entity)
|
||||
self.direction = direction
|
||||
|
||||
def __repr__(self):
|
||||
|
@ -126,8 +127,8 @@ class BumpAction(MoveAction):
|
|||
The direction to test
|
||||
'''
|
||||
|
||||
def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
|
||||
new_position = entity.position + self.direction
|
||||
def perform(self, engine: 'Engine') -> ActionResult:
|
||||
new_position = self.entity.position + self.direction
|
||||
|
||||
position_is_in_bounds = engine.map.tile_is_in_bounds(new_position)
|
||||
position_is_walkable = engine.map.tile_is_walkable(new_position)
|
||||
|
@ -140,7 +141,8 @@ class BumpAction(MoveAction):
|
|||
else:
|
||||
entity_occupying_position = None
|
||||
|
||||
LOG.info('Bumping %s (in_bounds:%s walkable:%s overlaps:%s)',
|
||||
LOG.info('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
|
||||
self.entity,
|
||||
new_position,
|
||||
position_is_in_bounds,
|
||||
position_is_walkable,
|
||||
|
@ -150,29 +152,29 @@ class BumpAction(MoveAction):
|
|||
return ActionResult(self, success=False)
|
||||
|
||||
if entity_occupying_position:
|
||||
return ActionResult(self, alternate=MeleeAction(self.direction, entity_occupying_position))
|
||||
return ActionResult(self, alternate=MeleeAction(self.entity, self.direction, entity_occupying_position))
|
||||
|
||||
return ActionResult(self, alternate=WalkAction(self.direction))
|
||||
return ActionResult(self, alternate=WalkAction(self.entity, self.direction))
|
||||
|
||||
|
||||
class WalkAction(MoveAction):
|
||||
'''Walk one step in the given direction.'''
|
||||
|
||||
def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
|
||||
new_position = entity.position + self.direction
|
||||
def perform(self, engine: 'Engine') -> ActionResult:
|
||||
new_position = self.entity.position + self.direction
|
||||
|
||||
LOG.info('Moving %s to %s', entity, new_position)
|
||||
entity.position = new_position
|
||||
LOG.info('Moving %s to %s', self.entity, new_position)
|
||||
self.entity.position = new_position
|
||||
|
||||
return ActionResult(self, success=True)
|
||||
|
||||
class MeleeAction(MoveAction):
|
||||
'''Perform a melee attack on another entity'''
|
||||
|
||||
def __init__(self, direction: Direction, target: Entity):
|
||||
super().__init__(direction)
|
||||
def __init__(self, entity: Entity, direction: Direction, target: Entity):
|
||||
super().__init__(entity, direction)
|
||||
self.target = target
|
||||
|
||||
def perform(self, engine: 'Engine', entity: Entity) -> ActionResult:
|
||||
def perform(self, engine: 'Engine') -> ActionResult:
|
||||
LOG.info('Attack! %s', self.target)
|
||||
return ActionResult(self, success=True)
|
||||
|
|
|
@ -34,8 +34,6 @@ class Engine:
|
|||
Defines the basic configuration for the game
|
||||
entities : MutableSet[Entity]
|
||||
A set of all the entities on the current map, including the Hero
|
||||
event_handler : EventHandler
|
||||
An event handler object that can handle events from `tcod`
|
||||
hero : Hero
|
||||
The hero, the Entity controlled by the player
|
||||
map : Map
|
||||
|
@ -44,8 +42,7 @@ class Engine:
|
|||
A random number generator
|
||||
'''
|
||||
|
||||
def __init__(self, event_handler: EventHandler, configuration: Configuration):
|
||||
self.event_handler = event_handler
|
||||
def __init__(self, configuration: Configuration):
|
||||
self.configuration = configuration
|
||||
|
||||
self.rng = tcod.random.Random()
|
||||
|
@ -79,51 +76,6 @@ class Engine:
|
|||
|
||||
self.update_field_of_view()
|
||||
|
||||
def handle_event(self, event: tcod.event.Event):
|
||||
'''Handle the specified event. Transform that event into an Action via an EventHandler and perform it.'''
|
||||
action = self.event_handler.dispatch(event)
|
||||
|
||||
if not action:
|
||||
return
|
||||
|
||||
result = action.perform(self, self.hero)
|
||||
LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
|
||||
|
||||
while not result.done:
|
||||
alternate = result.alternate
|
||||
assert alternate is not None, f'Action {result.action} incomplete but no alternate action given'
|
||||
|
||||
result = alternate.perform(self, self.hero)
|
||||
LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
|
||||
|
||||
if result.success:
|
||||
LOG.info('Action succeded!')
|
||||
break
|
||||
|
||||
if result.done:
|
||||
LOG.info('Action failed!')
|
||||
break
|
||||
|
||||
if not result.success and result.done:
|
||||
return
|
||||
|
||||
directions = list(Direction.all())
|
||||
moved_entities: MutableSet[Entity] = {self.hero}
|
||||
|
||||
for ent in self.entities:
|
||||
if ent == self.hero:
|
||||
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)
|
||||
if not overlaps_with_previously_moved_entity and self.map.tile_is_walkable(new_position):
|
||||
ent.position = new_position
|
||||
moved_entities.add(ent)
|
||||
break
|
||||
|
||||
self.update_field_of_view()
|
||||
|
||||
def print_to_console(self, console):
|
||||
'''Print the whole game to the given console.'''
|
||||
self.map.print_to_console(console)
|
||||
|
|
|
@ -2,40 +2,112 @@
|
|||
|
||||
'''Defines event handling mechanisms.'''
|
||||
|
||||
from typing import Optional
|
||||
import logging
|
||||
import random
|
||||
from typing import MutableSet, Optional, TYPE_CHECKING
|
||||
|
||||
import tcod
|
||||
|
||||
from .actions import Action, ExitAction, RegenerateRoomsAction, BumpAction
|
||||
from .actions import Action, ActionResult, ExitAction, RegenerateRoomsAction, BumpAction
|
||||
from .geometry import Direction
|
||||
from .object import Entity
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from .engine import Engine
|
||||
|
||||
LOG = logging.getLogger('events')
|
||||
|
||||
class EventHandler(tcod.event.EventDispatch[Action]):
|
||||
'''Handler of `tcod` events'''
|
||||
|
||||
def __init__(self, engine: 'Engine'):
|
||||
super().__init__()
|
||||
self.engine = engine
|
||||
|
||||
def wait_for_events(self):
|
||||
'''Wait for events and handle them.'''
|
||||
for event in tcod.event.wait():
|
||||
self.handle_event(event)
|
||||
|
||||
def handle_event(self, event: tcod.event.Event) -> None:
|
||||
'''Handle the given event. Transform that event into an Action via an EventHandler and perform it.'''
|
||||
action = self.dispatch(event)
|
||||
|
||||
if not action:
|
||||
return
|
||||
|
||||
result = self.perform_action_until_done(action)
|
||||
|
||||
# Action failed, so do nothing further.
|
||||
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:
|
||||
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
|
||||
|
||||
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)
|
||||
LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
|
||||
|
||||
while not result.done:
|
||||
alternate = result.alternate
|
||||
assert alternate is not None, f'Action {result.action} incomplete but no alternate action given'
|
||||
|
||||
result = alternate.perform(self.engine)
|
||||
LOG.debug('Performed action success=%s done=%s alternate=%s', result.success, result.done, result.alternate)
|
||||
|
||||
if result.success:
|
||||
LOG.info('Action succeded!')
|
||||
break
|
||||
else:
|
||||
LOG.info('Action failed!')
|
||||
|
||||
return result
|
||||
|
||||
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
|
||||
return ExitAction()
|
||||
|
||||
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
|
||||
action: Optional[Action] = None
|
||||
|
||||
hero = self.engine.hero
|
||||
|
||||
sym = event.sym
|
||||
match sym:
|
||||
case tcod.event.KeySym.b:
|
||||
action = BumpAction(Direction.SouthWest)
|
||||
action = BumpAction(hero, Direction.SouthWest)
|
||||
case tcod.event.KeySym.h:
|
||||
action = BumpAction(Direction.West)
|
||||
action = BumpAction(hero, Direction.West)
|
||||
case tcod.event.KeySym.j:
|
||||
action = BumpAction(Direction.South)
|
||||
action = BumpAction(hero, Direction.South)
|
||||
case tcod.event.KeySym.k:
|
||||
action = BumpAction(Direction.North)
|
||||
action = BumpAction(hero, Direction.North)
|
||||
case tcod.event.KeySym.l:
|
||||
action = BumpAction(Direction.East)
|
||||
action = BumpAction(hero, Direction.East)
|
||||
case tcod.event.KeySym.n:
|
||||
action = BumpAction(Direction.SouthEast)
|
||||
action = BumpAction(hero, Direction.SouthEast)
|
||||
case tcod.event.KeySym.u:
|
||||
action = BumpAction(Direction.NorthEast)
|
||||
action = BumpAction(hero, Direction.NorthEast)
|
||||
case tcod.event.KeySym.y:
|
||||
action = BumpAction(Direction.NorthWest)
|
||||
action = BumpAction(hero, Direction.NorthWest)
|
||||
case tcod.event.KeySym.SPACE:
|
||||
action = RegenerateRoomsAction()
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue