Refactor events into their own package
Most of the existing actions are game actions (they control the player character) so they live in actions.game. Eventually, there will be modules for different kinds of actions that only apply to, e.g. modal UI.
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6 changed files with 114 additions and 90 deletions
208
erynrl/actions/game.py
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208
erynrl/actions/game.py
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#!/usr/bin/env python3
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# Eryn Wells <eryn@erynwells.me>
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'''
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This module defines all of the actions that can be performed by the game. These actions can come from the player (e.g.
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via keyboard input), or from non-player entities (e.g. AI deciboard input), or from non-player entities (e.g. AI
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decisions).
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Class Hierarchy
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---------------
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Action : Base class of all actions
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MoveAction : Base class for all actions that are performed with a direction
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BumpAction
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WalkAction
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MeleeAction
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ExitAction
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WaitAction
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'''
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from typing import TYPE_CHECKING
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from .. import items
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from .. import log
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from ..geometry import Direction
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from ..object import Actor, Item
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from .action import Action
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from .result import ActionResult
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if TYPE_CHECKING:
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from ..engine import Engine
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class ExitAction(Action):
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'''Exit the game.'''
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def __init__(self):
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super().__init__(None)
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def perform(self, engine: 'Engine') -> ActionResult:
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raise SystemExit()
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class RegenerateRoomsAction(Action):
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'''Regenerate the dungeon map'''
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def perform(self, engine: 'Engine') -> ActionResult:
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return ActionResult(self, success=False)
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# pylint: disable=abstract-method
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class MoveAction(Action):
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'''An abstract Action that requires a direction to complete.'''
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def __init__(self, actor: Actor, direction: Direction):
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super().__init__(actor)
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self.direction = direction
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def __repr__(self):
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return f'{self.__class__.__name__}({self.actor!r}, {self.direction!r})'
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def __str__(self) -> str:
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return f'{self.__class__.__name__} toward {self.direction} by {self.actor!s}'
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class BumpAction(MoveAction):
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'''Attempt to perform a movement action in a direction.
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This action tests if an action in the direction is possible and returns the action that can be completed.
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Attributes
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----------
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direction : Direction
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The direction to test
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'''
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def perform(self, engine: 'Engine') -> ActionResult:
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new_position = self.actor.position + self.direction
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position_is_in_bounds = engine.map.tile_is_in_bounds(new_position)
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position_is_walkable = engine.map.tile_is_walkable(new_position)
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for ent in engine.entities:
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if new_position != ent.position or not ent.blocks_movement:
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continue
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entity_occupying_position = ent
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break
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else:
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entity_occupying_position = None
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log.ACTIONS.info('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
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self.actor,
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new_position,
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position_is_in_bounds,
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position_is_walkable,
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entity_occupying_position)
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if not position_is_in_bounds or not position_is_walkable:
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return self.failure()
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if entity_occupying_position:
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assert entity_occupying_position.blocks_movement
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return ActionResult(self, alternate=MeleeAction(self.actor, self.direction, entity_occupying_position))
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return ActionResult(self, alternate=WalkAction(self.actor, self.direction))
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class WalkAction(MoveAction):
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'''Walk one step in the given direction.'''
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def perform(self, engine: 'Engine') -> ActionResult:
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new_position = self.actor.position + self.direction
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log.ACTIONS.debug('Moving %s to %s', self.actor, new_position)
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self.actor.position = new_position
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try:
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should_recover_hit_points = self.actor.fighter.passively_recover_hit_points(5)
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if should_recover_hit_points:
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return ActionResult(self, alternate=HealAction(self.actor, 1))
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except AttributeError:
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pass
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return self.success()
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class MeleeAction(MoveAction):
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'''Perform a melee attack on another Actor'''
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def __init__(self, actor: Actor, direction: Direction, target: Actor):
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super().__init__(actor, direction)
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self.target = target
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def perform(self, engine: 'Engine') -> ActionResult:
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try:
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damage = self.actor.fighter.attack_power - self.target.fighter.defense
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if damage > 0 and self.target:
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log.ACTIONS.debug('%s attacks %s for %d damage!', self.actor, self.target, damage)
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self.target.fighter.hit_points -= damage
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if self.actor == engine.hero:
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engine.message_log.add_message(f'You attack the {self.target.name} for {damage} damage!', fg=(127, 255, 127))
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elif self.target == engine.hero:
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engine.message_log.add_message(f'The {self.actor.name} attacks you for {damage} damage!', fg=(255, 127, 127))
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else:
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log.ACTIONS.debug('%s attacks %s but does no damage!', self.actor, self.target)
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if self.target.fighter.is_dead:
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log.ACTIONS.info('%s is dead!', self.target)
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return ActionResult(self, alternate=DieAction(self.target))
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except AttributeError:
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return self.failure()
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else:
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return self.success()
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class WaitAction(Action):
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'''Wait a turn'''
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def perform(self, engine: 'Engine') -> ActionResult:
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log.ACTIONS.debug('%s is waiting a turn', self.actor)
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if self.actor == engine.hero:
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should_recover_hit_points = self.actor.fighter.passively_recover_hit_points(10)
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if should_recover_hit_points:
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return ActionResult(self, alternate=HealAction(self.actor, 1))
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return self.success()
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class DieAction(Action):
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'''Kill an Actor'''
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def perform(self, engine: 'Engine') -> ActionResult:
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engine.kill_actor(self.actor)
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if self.actor == engine.hero:
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engine.message_log.add_message('You die...', fg=(255, 127, 127))
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else:
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engine.message_log.add_message(f'The {self.actor.name} dies', fg=(127, 255, 127))
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if self.actor.yields_corpse_on_death:
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log.ACTIONS.debug('%s leaves a corpse behind', self.actor)
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corpse = Item(kind=items.Corpse, name=f'{self.actor.name} Corpse', position=self.actor.position)
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return ActionResult(self, alternate=DropItemAction(self.actor, corpse))
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return self.success()
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class DropItemAction(Action):
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'''Drop an item'''
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def __init__(self, actor: 'Actor', item: 'Item'):
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super().__init__(actor)
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self.item = item
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def perform(self, engine: 'Engine') -> ActionResult:
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engine.entities.add(self.item)
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return self.success()
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class HealAction(Action):
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'''Heal a target actor some number of hit points'''
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def __init__(self, actor: 'Actor', hit_points_to_recover: int):
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super().__init__(actor)
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self.hit_points_to_recover = hit_points_to_recover
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def perform(self, engine: 'Engine') -> ActionResult:
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fighter = self.actor.fighter
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if not fighter:
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log.ACTIONS.error('Attempted to heal %s but it has no hit points', self.actor)
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return self.failure()
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fighter.hit_points += self.hit_points_to_recover
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return self.success()
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