PEP8 formatter changes

This commit is contained in:
Eryn Wells 2023-02-09 16:11:33 -08:00
parent 391f84b21b
commit dabc9e70dd
2 changed files with 32 additions and 15 deletions

View file

@ -30,6 +30,7 @@ from .result import ActionResult
if TYPE_CHECKING:
from ..engine import Engine
class ExitAction(Action):
'''Exit the game.'''
@ -39,6 +40,7 @@ class ExitAction(Action):
def perform(self, engine: 'Engine') -> ActionResult:
raise SystemExit()
class RegenerateRoomsAction(Action):
'''Regenerate the dungeon map'''
@ -46,6 +48,8 @@ class RegenerateRoomsAction(Action):
return ActionResult(self, success=False)
# pylint: disable=abstract-method
class MoveAction(Action):
'''An abstract Action that requires a direction to complete.'''
@ -59,6 +63,7 @@ class MoveAction(Action):
def __str__(self) -> str:
return f'{self.__class__.__name__} toward {self.direction} by {self.actor!s}'
class BumpAction(MoveAction):
'''Attempt to perform a movement action in a direction.
@ -84,7 +89,8 @@ class BumpAction(MoveAction):
else:
entity_occupying_position = None
log.ACTIONS.info('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
log.ACTIONS.info(
'Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)',
self.actor,
new_position,
position_is_in_bounds,
@ -119,6 +125,7 @@ class WalkAction(MoveAction):
return self.success()
class MeleeAction(MoveAction):
'''Perform a melee attack on another Actor'''
@ -134,9 +141,13 @@ class MeleeAction(MoveAction):
self.target.fighter.hit_points -= damage
if self.actor == engine.hero:
engine.message_log.add_message(f'You attack the {self.target.name} for {damage} damage!', fg=(127, 255, 127))
engine.message_log.add_message(
f'You attack the {self.target.name} for {damage} damage!',
fg=(127, 255, 127))
elif self.target == engine.hero:
engine.message_log.add_message(f'The {self.actor.name} attacks you for {damage} damage!', fg=(255, 127, 127))
engine.message_log.add_message(
f'The {self.actor.name} attacks you for {damage} damage!',
fg=(255, 127, 127))
else:
log.ACTIONS.debug('%s attacks %s but does no damage!', self.actor, self.target)
@ -148,6 +159,7 @@ class MeleeAction(MoveAction):
else:
return self.success()
class WaitAction(Action):
'''Wait a turn'''
@ -161,6 +173,7 @@ class WaitAction(Action):
return self.success()
class DieAction(Action):
'''Kill an Actor'''
@ -179,6 +192,7 @@ class DieAction(Action):
return self.success()
class DropItemAction(Action):
'''Drop an item'''
@ -190,6 +204,7 @@ class DropItemAction(Action):
engine.entities.add(self.item)
return self.success()
class HealAction(Action):
'''Heal a target actor some number of hit points'''

View file

@ -193,7 +193,8 @@ class Engine:
alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
else:
alternate_string = str(result.alternate)
log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
log.ACTIONS_TREE.info(
'| %s-> %s => success=%s done=%s alternate=%s',
'|' if not result.success or not result.done else '`',
action,
result.success,
@ -211,7 +212,8 @@ class Engine:
alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
else:
alternate_string = str(result.alternate)
log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
log.ACTIONS_TREE.info(
'| %s-> %s => success=%s done=%s alternate=%s',
'|' if not result.success or not result.done else '`',
action,
result.success,