# Eryn Wells '''Defines event handling mechanisms.''' from typing import Optional, TYPE_CHECKING import tcod from . import log from .actions.action import Action from .actions.game import ExitAction, RegenerateRoomsAction, BumpAction, WaitAction from .geometry import Direction, Point if TYPE_CHECKING: from .engine import Engine class EventHandler(tcod.event.EventDispatch[Action]): '''Abstract event handler class''' def __init__(self, engine: 'Engine'): super().__init__() self.engine = engine def handle_events(self, context: tcod.context.Context): '''Wait for events and handle them.''' for event in tcod.event.wait(): context.convert_event(event) self.handle_event(event) def handle_event(self, event: tcod.event.Event) -> None: ''' Handle an event by transforming it into an Action and processing it until it is completed. If the Action succeeds, also process actions from other Entities. Parameters ---------- event : tcod.event.Event The event to handle ''' action = self.dispatch(event) # Unhandled event. Ignore it. if not action: log.EVENTS.debug('Unhandled event: %s', event) return self.engine.process_input_action(action) def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]: return ExitAction() class MainGameEventHandler(EventHandler): ''' Handler of `tcod` events for the main game. Receives input from the player and dispatches actions to the game engine to interat with the hero and other objects in the game. ''' def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]: action: Optional[Action] = None hero = self.engine.hero sym = event.sym match sym: case tcod.event.KeySym.b: action = BumpAction(hero, Direction.SouthWest) case tcod.event.KeySym.h: action = BumpAction(hero, Direction.West) case tcod.event.KeySym.j: action = BumpAction(hero, Direction.South) case tcod.event.KeySym.k: action = BumpAction(hero, Direction.North) case tcod.event.KeySym.l: action = BumpAction(hero, Direction.East) case tcod.event.KeySym.n: action = BumpAction(hero, Direction.SouthEast) case tcod.event.KeySym.u: action = BumpAction(hero, Direction.NorthEast) case tcod.event.KeySym.y: action = BumpAction(hero, Direction.NorthWest) case tcod.event.KeySym.ESCAPE: action = ExitAction() case tcod.event.KeySym.SPACE: action = RegenerateRoomsAction(hero) case tcod.event.KeySym.PERIOD: action = WaitAction(hero) return action def ev_mousemotion(self, event: tcod.event.MouseMotion) -> Optional[Action]: mouse_point = Point(event.tile.x, event.tile.y) if not self.engine.map.tile_is_in_bounds(mouse_point): 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.''' def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]: action: Optional[Action] = None sym = event.sym match sym: case tcod.event.KeySym.ESCAPE: action = ExitAction() return action