Fix up all the runtime errors caused by the previous refactoring
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f1b95a697e
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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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