Fix up all the runtime errors caused by the previous refactoring
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f1b95a697e
commit
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4 changed files with 40 additions and 20 deletions
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@ -2,26 +2,27 @@
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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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def perform(self, engine: Engine, entity: Entity) -> None:
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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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def __repr__(self):
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return f'{self.__class__.__name__}()'
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class ExitAction(Action):
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def perform(self, engine: Engine, entity: Entity) -> None:
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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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def perform(self, engine: Engine, entity: Entity) -> None:
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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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@ -38,13 +39,13 @@ class MovePlayerAction(Action):
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def __init__(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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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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position_is_in_bounds = engine.map.tile_is_in_bounds(new_player_position)
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position_is_walkable = engine.map.tile_is_walkable(new_player_position)
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overlaps_another_entity = any(new_player_position == ent.position for ent in engine.entities if ent is not entity)
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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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LOG.debug(f'Attempting to move player to {new_player_position} (in_bounds:{position_is_in_bounds} walkable:{position_is_walkable} overlaps:{overlaps_another_entity})')
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if position_is_in_bounds and position_is_walkable and not overlaps_another_entity:
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entity.position = new_player_position
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@ -30,10 +30,11 @@ 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 = Entity('@', tcod.white, x=player_start_position.x, y=player_start_position.y)
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self.player = Entity('@', position=player_start_position, fg=tcod.white)
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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.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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position = Point(self.rng.randint(0, map_size.width), self.rng.randint(0, map_size.height))
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self.entities.add(Entity('@', position=position, fg=tcod.yellow))
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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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@ -11,15 +11,23 @@ class Point:
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self.y = y
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@overload
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def __add__(self, other: Vector) -> Point:
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def __add__(self, other: 'Vector') -> 'Point':
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...
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@overload
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def __add__(self, other) -> Point:
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def __add__(self, other) -> 'Point':
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if not isinstance(other, Vector):
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raise TypeError('Only Vector can be added to a Point')
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return Point(self.x + other.dx, self.y + other.dy)
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@overload
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def __eq__(self, other: 'Point') -> bool:
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...
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def __eq__(self, other):
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if not isinstance(other, Point):
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raise TypeError('Points can only be compared to other Points')
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return self.x == other.x and self.y == other.y
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def __str__(self):
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return f'(x:{self.x}, y:{self.y})'
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@ -8,10 +8,20 @@ from typing import Optional
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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, *, position: Optional[Point] = None, color: Optional[tcod.Color] = None):
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def __init__(self, symbol: str, *,
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position: Optional[Point] = None,
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fg: Optional[tcod.Color] = None,
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bg: 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.foreground = fg if fg else tcod.white
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self.background = bg
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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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console.print(x=self.position.x, y=self.position.y, string=self.symbol, fg=self.foreground, bg=self.background)
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def __str__(self):
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return f'{self.symbol}[{self.position}]'
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def __repr__(self):
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return f'{self.__class__.__name__}({self.symbol}, position={self.position}, fg={self.foreground}, bg={self.background})'
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