going-rogue/erynrl/events.py
Eryn Wells 327cc90b2e Remove QuitAction and ActionWithActor!
Move quit event handling to the interface and flatten the Action class
hierarchy. There are no longer any actions that don't take an Actor. This has
the happy side effect of resolving some pylint errors too. :)
2023-03-11 01:11:09 -08:00

60 lines
1.9 KiB
Python

# Eryn Wells <eryn@erynwells.me>
from typing import Optional, TYPE_CHECKING
import tcod
import tcod.event as tev
from .actions.action import Action
from .actions.game import BumpAction, WaitAction
from .geometry import Direction
if TYPE_CHECKING:
from .engine import Engine
class EngineEventHandler(tev.EventDispatch[Action]):
'''Handles event on behalf of the game engine, dispatching Actions back to the engine.'''
def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine
def ev_keydown(self, event: tev.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
hero = self.engine.hero
is_shift_pressed = bool(event.mod & tcod.event.Modifier.SHIFT)
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.PERIOD:
if not is_shift_pressed:
action = WaitAction(hero)
return action
class GameOverEventHandler(tev.EventDispatch[Action]):
'''When the game is over (the hero dies, the player quits, etc), this event handler takes over.'''
def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine