going-rogue/erynrl/events.py

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No EOL
3.3 KiB
Python

# Eryn Wells <eryn@erynwells.me>
'''Defines event handling mechanisms.'''
from typing import Optional, TYPE_CHECKING
import tcod
from . import log
from .actions import Action, ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
from .geometry import Direction
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 wait_for_events(self):
'''Wait for events and handle them.'''
for event in tcod.event.wait():
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(self.engine.hero)
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(hero)
case tcod.event.KeySym.SPACE:
action = RegenerateRoomsAction(hero)
case tcod.event.KeySym.PERIOD:
action = WaitAction(hero)
return action
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
hero = self.engine.hero
sym = event.sym
match sym:
case tcod.event.KeySym.ESCAPE:
action = ExitAction(hero)
return action