PEP8 formatter changes

This commit is contained in:
Eryn Wells 2023-02-10 21:25:00 -08:00
parent 727a0737c6
commit f05dfdef55
5 changed files with 20 additions and 1 deletions

View file

@ -13,17 +13,20 @@ MAP_WIDTH, MAP_HEIGHT = 80, 45
FONT_CP437 = 'terminal16x16_gs_ro.png'
FONT_BDF = 'ter-u32n.bdf'
def parse_args(argv, *a, **kw):
parser = argparse.ArgumentParser(*a, **kw)
parser.add_argument('--debug', action='store_true', default=True)
args = parser.parse_args(argv)
return args
def walk_up_directories_of_path(path):
while path and path != '/':
path = os.path.dirname(path)
yield path
def find_fonts_directory():
'''Walk up the filesystem tree from this script to find a fonts/ directory.'''
for parent_dir in walk_up_directories_of_path(__file__):
@ -36,6 +39,7 @@ def find_fonts_directory():
return possible_fonts_dir
def main(argv):
'''
Beginning of the game
@ -68,6 +72,7 @@ def main(argv):
with tcod.context.new(columns=console.width, rows=console.height, tileset=tileset) as context:
engine.run_event_loop(context, console)
def run_until_exit():
'''
Run main() and call sys.exit when it finishes. In practice, this function will never return. The game engine has
@ -76,4 +81,5 @@ def run_until_exit():
result = main(sys.argv)
sys.exit(0 if not result else result)
run_until_exit()

View file

@ -17,6 +17,8 @@ if TYPE_CHECKING:
from .engine import Engine
# pylint: disable=too-few-public-methods
class AI(Component):
'''An abstract class providing AI for an entity.'''
@ -28,6 +30,7 @@ class AI(Component):
'''Produce an action to perform'''
raise NotImplementedError()
class HostileEnemy(AI):
'''Entity AI for a hostile enemy.
@ -60,7 +63,8 @@ class HostileEnemy(AI):
direction_to_next_position = entity_position.direction_to_adjacent_point(next_position)
if engine.map.visible[tuple(self.entity.position)]:
log.AI.info('`-> Hero is visible to %s, bumping %s (%s)', self.entity, direction_to_next_position, next_position)
log.AI.info('`-> Hero is visible to %s, bumping %s (%s)',
self.entity, direction_to_next_position, next_position)
return BumpAction(self.entity, direction_to_next_position)
else:

View file

@ -7,6 +7,7 @@ from typing import Optional
class Component:
'''A base, abstract Component that implement some aspect of an Entity's behavior.'''
class Fighter(Component):
'''A Fighter is an Entity that can fight. That is, it has hit points (health), attack, and defense.

View file

@ -14,6 +14,7 @@ from .geometry import Direction, Point
if TYPE_CHECKING:
from .engine import Engine
class EventHandler(tcod.event.EventDispatch[Action]):
'''Abstract event handler class'''
@ -49,6 +50,7 @@ class EventHandler(tcod.event.EventDispatch[Action]):
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
return ExitAction()
class MainGameEventHandler(EventHandler):
'''
Handler of `tcod` events for the main game.
@ -95,6 +97,7 @@ class MainGameEventHandler(EventHandler):
mouse_point = None
self.engine.current_mouse_point = mouse_point
class GameOverEventHandler(EventHandler):
'''When the game is over (the hero dies, the player quits, etc), this event handler takes over.'''

View file

@ -1,5 +1,10 @@
# Eryn Wells <eryn@erynwells.me>
'''
This module defines the level map, a number of basic building blocks (Rooms, etc), and objects that generate various
parts of a map.
'''
import random
import numpy as np