#!/usr/bin/env python3 # Eryn Wells ''' This module defines all of the actions that can be performed by the game. These actions can come from the player (e.g. via keyboard input), or from non-player entities (e.g. AI deciboard input), or from non-player entities (e.g. AI decisions). Class Hierarchy --------------- Action : Base class of all actions MoveAction : Base class for all actions that are performed with a direction BumpAction WalkAction MeleeAction ExitAction ''' import logging from typing import Optional, TYPE_CHECKING from .geometry import Direction from .object import Entity if TYPE_CHECKING: from .engine import Engine LOG = logging.getLogger(__name__) class ActionResult: '''The result of an Action. `Action.perform()` returns an instance of this class to inform the caller of the result Attributes ---------- action : Action The Action that was performed success : bool, optional True if the action succeeded done : bool, optional True if the action is complete, and no follow-up action is needed alternate : Action, optional An alternate action to perform if this action failed ''' def __init__(self, action: 'Action', *, success: Optional[bool] = None, done: Optional[bool] = None, alternate: Optional['Action'] = None): self.action = action self.alternate = alternate if success is not None: self.success = success elif alternate: self.success = False else: self.success = True if done is not None: self.done = done elif self.success: self.done = True else: self.done = not alternate def __repr__(self): return f'{self.__class__.__name__}({self.action!r}, success={self.success}, done={self.done}, alternate={self.alternate!r})' class Action: '''An action that an Entity should perform.''' def __init__(self, entity: Optional[Entity] = None): self.entity = entity def perform(self, engine: 'Engine') -> ActionResult: '''Perform this action. Parameters ---------- engine : Engine The game engine Returns ------- ActionResult A result object reflecting how the action was handled, and what follow-up actions, if any, are needed to complete the action. ''' raise NotImplementedError() def __repr__(self): return f'{self.__class__.__name__}({self.entity!r})' class ExitAction(Action): '''Exit the game.''' def perform(self, engine: 'Engine') -> ActionResult: raise SystemExit() class RegenerateRoomsAction(Action): '''Regenerate the dungeon map''' def perform(self, engine: 'Engine') -> ActionResult: return ActionResult(self, success=False) # pylint: disable=abstract-method class MoveAction(Action): '''An abstract Action that requires a direction to complete.''' def __init__(self, entity: Entity, direction: Direction): super().__init__(entity) self.direction = direction def __repr__(self): return f'{self.__class__.__name__}({self.entity!r}, {self.direction!r})' class BumpAction(MoveAction): '''Attempt to perform a movement action in a direction. This action tests if an action in the direction is possible and returns the action that can be completed. Attributes ---------- direction : Direction The direction to test ''' def perform(self, engine: 'Engine') -> ActionResult: new_position = self.entity.position + self.direction position_is_in_bounds = engine.map.tile_is_in_bounds(new_position) position_is_walkable = engine.map.tile_is_walkable(new_position) for ent in engine.entities: if new_position != ent.position: continue entity_occupying_position = ent break else: entity_occupying_position = None LOG.info('Bumping %s into %s (in_bounds:%s walkable:%s overlaps:%s)', self.entity, new_position, position_is_in_bounds, position_is_walkable, entity_occupying_position) if not position_is_in_bounds or not position_is_walkable: return ActionResult(self, success=False) if entity_occupying_position: return ActionResult(self, alternate=MeleeAction(self.entity, self.direction, entity_occupying_position)) return ActionResult(self, alternate=WalkAction(self.entity, self.direction)) class WalkAction(MoveAction): '''Walk one step in the given direction.''' def perform(self, engine: 'Engine') -> ActionResult: new_position = self.entity.position + self.direction LOG.info('Moving %s to %s', self.entity, new_position) self.entity.position = new_position return ActionResult(self, success=True) class MeleeAction(MoveAction): '''Perform a melee attack on another entity''' def __init__(self, entity: Entity, direction: Direction, target: Entity): super().__init__(entity, direction) self.target = target def perform(self, engine: 'Engine') -> ActionResult: LOG.info('Attack! %s', self.target) return ActionResult(self, success=True)