Move most of the basic actions logs to debug (probably just for now)

This commit is contained in:
Eryn Wells 2022-05-12 08:55:22 -07:00
parent 4084d98efd
commit d236b827cd

View file

@ -28,7 +28,7 @@ from .object import Actor, Item
if TYPE_CHECKING: if TYPE_CHECKING:
from .engine import Engine from .engine import Engine
LOG = logging.getLogger(__name__) LOG = logging.getLogger('actions')
class ActionResult: class ActionResult:
'''The result of an Action. '''The result of an Action.
@ -158,12 +158,12 @@ class BumpAction(MoveAction):
else: else:
entity_occupying_position = None entity_occupying_position = None
LOG.info('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)', LOG.debug('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
self.actor, self.actor,
new_position, new_position,
position_is_in_bounds, position_is_in_bounds,
position_is_walkable, position_is_walkable,
entity_occupying_position) entity_occupying_position)
if not position_is_in_bounds or not position_is_walkable: if not position_is_in_bounds or not position_is_walkable:
return self.failure() return self.failure()
@ -180,7 +180,7 @@ class WalkAction(MoveAction):
def perform(self, engine: 'Engine') -> ActionResult: def perform(self, engine: 'Engine') -> ActionResult:
new_position = self.actor.position + self.direction new_position = self.actor.position + self.direction
LOG.info('Moving %s to %s', self.actor, new_position) LOG.debug('Moving %s to %s', self.actor, new_position)
self.actor.position = new_position self.actor.position = new_position
return self.success() return self.success()
@ -200,11 +200,11 @@ class MeleeAction(MoveAction):
return self.failure() return self.failure()
damage = self.actor.fighter.attack_power - self.target.fighter.defense damage = self.actor.fighter.attack_power - self.target.fighter.defense
if damage > 0: if damage > 0 and self.target:
LOG.info('%s attacks %s for %d damage!', self.actor, self.target, damage) LOG.debug('%s attacks %s for %d damage!', self.actor, self.target, damage)
self.target.fighter.hit_points -= damage self.target.fighter.hit_points -= damage
else: else:
LOG.info('%s attacks %s but does no damage!', self.actor, self.target) LOG.debug('%s attacks %s but does no damage!', self.actor, self.target)
if self.target.fighter.is_dead: if self.target.fighter.is_dead:
LOG.info('%s is dead!', self.target) LOG.info('%s is dead!', self.target)
@ -216,18 +216,18 @@ class WaitAction(Action):
'''Wait a turn''' '''Wait a turn'''
def perform(self, engine: 'Engine') -> ActionResult: def perform(self, engine: 'Engine') -> ActionResult:
LOG.info('%s is waiting a turn', self.actor) LOG.debug('%s is waiting a turn', self.actor)
return self.success() return self.success()
class DieAction(Action): class DieAction(Action):
'''Kill an Actor''' '''Kill an Actor'''
def perform(self, engine: 'Engine') -> ActionResult: def perform(self, engine: 'Engine') -> ActionResult:
LOG.info('%s dies', self.actor) LOG.debug('%s dies', self.actor)
engine.entities.remove(self.actor) engine.entities.remove(self.actor)
if self.actor.yields_corpse_on_death: if self.actor.yields_corpse_on_death:
LOG.info('%s leaves a corpse behind', self.actor) LOG.debug('%s leaves a corpse behind', self.actor)
corpse = Item(kind=items.Corpse, name=f'{self.actor.name} Corpse', position=self.actor.position) corpse = Item(kind=items.Corpse, name=f'{self.actor.name} Corpse', position=self.actor.position)
return ActionResult(self, alternate=DropItemAction(self.actor, corpse)) return ActionResult(self, alternate=DropItemAction(self.actor, corpse))