PEP8 formatter changes
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391f84b21b
commit
dabc9e70dd
2 changed files with 32 additions and 15 deletions
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@ -30,6 +30,7 @@ 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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@ -39,6 +40,7 @@ class ExitAction(Action):
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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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@ -46,6 +48,8 @@ class RegenerateRoomsAction(Action):
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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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@ -59,6 +63,7 @@ class MoveAction(Action):
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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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@ -84,7 +89,8 @@ class BumpAction(MoveAction):
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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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log.ACTIONS.info(
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'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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@ -119,6 +125,7 @@ class WalkAction(MoveAction):
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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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@ -134,9 +141,13 @@ class MeleeAction(MoveAction):
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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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engine.message_log.add_message(
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f'You attack the {self.target.name} for {damage} damage!',
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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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engine.message_log.add_message(
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f'The {self.actor.name} attacks you for {damage} damage!',
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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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@ -148,6 +159,7 @@ class MeleeAction(MoveAction):
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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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@ -161,6 +173,7 @@ class WaitAction(Action):
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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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@ -179,6 +192,7 @@ class DieAction(Action):
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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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@ -190,6 +204,7 @@ class DropItemAction(Action):
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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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@ -193,7 +193,8 @@ class Engine:
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alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
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else:
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alternate_string = str(result.alternate)
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log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
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log.ACTIONS_TREE.info(
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'| %s-> %s => success=%s done=%s alternate=%s',
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'|' if not result.success or not result.done else '`',
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action,
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result.success,
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@ -211,7 +212,8 @@ class Engine:
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alternate_string = f'{result.alternate.__class__.__name__}[{result.alternate.actor.symbol}]'
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else:
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alternate_string = str(result.alternate)
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log.ACTIONS_TREE.info('| %s-> %s => success=%s done=%s alternate=%s',
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log.ACTIONS_TREE.info(
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'| %s-> %s => success=%s done=%s alternate=%s',
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'|' if not result.success or not result.done else '`',
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action,
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result.success,
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