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:
Eryn Wells 2022-05-07 12:25:46 -07:00
parent d75c9faea3
commit 8b3c0137a5
4 changed files with 107 additions and 82 deletions

View file

@ -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)