Fix up all the runtime errors caused by the previous refactoring

This commit is contained in:
Eryn Wells 2022-05-01 09:51:22 -07:00
parent f1b95a697e
commit a54828c7fb
4 changed files with 40 additions and 20 deletions

View file

@ -2,26 +2,27 @@
# Eryn Wells <eryn@erynwells.me>
import logging
from .engine import Engine
from .geometry import Vector
from .object import Entity
LOG = logging.getLogger('events')
class Action:
def perform(self, engine: Engine, entity: Entity) -> None:
def perform(self, engine: 'Engine', entity: 'Entity') -> None:
'''
Perform this action. This is an abstract method that all subclasses
should implement.
'''
raise NotImplementedError()
def __repr__(self):
return f'{self.__class__.__name__}()'
class ExitAction(Action):
def perform(self, engine: Engine, entity: Entity) -> None:
def perform(self, engine: 'Engine', entity: 'Entity') -> None:
raise SystemExit()
class RegenerateRoomsAction(Action):
def perform(self, engine: Engine, entity: Entity) -> None:
def perform(self, engine: 'Engine', entity: 'Entity') -> None:
...
class MovePlayerAction(Action):
@ -38,13 +39,13 @@ class MovePlayerAction(Action):
def __init__(self, direction: Direction):
self.direction = direction
def perform(self, engine: Engine, entity: Entity) -> None:
def perform(self, engine: 'Engine', entity: 'Entity') -> None:
new_player_position = entity.position + self.direction
position_is_in_bounds = self.map.tile_is_in_bounds(new_player_position)
position_is_walkable = self.map.tile_is_walkable(new_player_position)
overlaps_an_entity = any(new_player_position.x == obj.x and new_player_position.y == obj.y for obj in engine.entities)
position_is_in_bounds = engine.map.tile_is_in_bounds(new_player_position)
position_is_walkable = engine.map.tile_is_walkable(new_player_position)
overlaps_another_entity = any(new_player_position == ent.position for ent in engine.entities if ent is not entity)
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})')
if position_is_in_bounds and position_is_walkable and not overlaps_an_entity:
self.player.move_to(new_player_position)
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})')
if position_is_in_bounds and position_is_walkable and not overlaps_another_entity:
entity.position = new_player_position